Name | Barotrauma | ||
Developer | Undertow Games | ||
Publisher | FakeFish | ||
Tags | |||
Release | 2019-06-05 | ||
GameBillet | 29.72 / € | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 974 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 974 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Barotrauma Linux [550.85 M] |
Hello everyone! |
Hello everyone! |
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[h3]Diving suit and animation changes[/h3]
[h3]Campaign difficulty and respawning improvements[/h3]
[h3]Overhauled station events, more wrecks and beacons to explore[/h3]
[h3]Our favorite small but handy improvements[/h3]
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! |
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. |
Hello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently: |
[h3]New campaign difficulty settings[/h3] Were adding a lot of new customization options to the difficulty settings in campaign mode:
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! |
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[h3]Animation variations[/h3] 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. [h3]Old monsters, new dangers[/h3] 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! |
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! |
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The update is planned for release next week, and you can already access all of it in the Unstable version as always. |
Hello submariners! |
Hello everyone! |
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[previewyoutube=JgBZxBzdNS0;full][/previewyoutube] |
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:
Read more about the upcoming update on our blog now and stay tuned for Treacherous Tides next week! |
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:
To learn more details about the update, check out our blog. Smooth sailing everyone, but do watch your back! |
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! |
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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. |
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! |
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[previewyoutube=pau93Z-46GQ;full][/previewyoutube] |
[h3]The end is nigh[/h3] 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. |
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Hello everyone!
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". |
Hello everyone!
[h3]Status effects[/h3]
These changes will require some mods that use status effects to be updated. Please see this Steam forum post for more details. [h3]Other changes and additions[/h3]
[h3]Important information about Barotrauma 1.0[/h3] 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 https://barotraumagame.com/announcements/pre-patch-for-barotrauma-1-0/]our blog, and stay tuned for the pre-patch next week! |
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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: - 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. |
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. [h3]What else is new?[/h3] Here are some of our favorites from the smaller changes coming up in the Holiday Update:
Read more about the update and our seasons greetings on our blog and stay tuned for the Holiday Update next week! |
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! |
Ahoy! |
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! |
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Hello everyone! |
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:
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. |
[h3]Reworked tutorials[/h3] To help new players get on board more easily, weve reworked the in-game tutorials.
[h3]What else is new?[/h3] There are also many smaller changes and improvements coming. You will be able to
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! |
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! |
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Hello MacOS players! |
Hello everyone! |
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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 - 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. |
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[h3]Crew wallets[/h3] The update replaces the current money system with a combination of personal wallets and the crew bank.
[h3]Modding refactor[/h3] Weve rewritten much of our modding-related code, and these changes should make modified game content easier to use, create, and publish.
[h3]The Latcher[/h3] 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. |
[h3]Personal wallets[/h3]
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! |
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Hi everyone! |
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Hello and happy new year, everyone! |
Hello everyone! |
[h3]The Europan third issue[/h3] 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! [h3]Happy holidays![/h3] 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. [h3]v0.15.21.0 changelog[/h3] 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. |
Hello everyone! |
Hello everyone! |
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[previewyoutube=Dk2tA_PYI1Q;full][/previewyoutube]
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 - 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. |
What do you think? Check out our blog for more details! |
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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! |
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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). |
[h3]New campaign features[/h3] 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. [h3]Abyss monsters[/h3] 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. [h3]Abandoned outposts[/h3] 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! |
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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! |
Fixed inability to permanently ban players who are currently in the server. |
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. |
What do you look forward to the most? Let us know and stay tuned! |
Hello everyone, and happy new year! |
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Hello everyone! |
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Hello captains, clowns and submariners of all kinds! |
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As always, be sure to update your game to the latest version to be able to host and join multiplayer servers! [h3]DLC update: The Europan gets a new volume[/h3] 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? [h3]Official Halloween mod[/h3] 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! [h3]v0.10.6.2 changelog[/h3] 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). |
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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. |
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[h3]Buy submarines and submarine upgrades[/h3] 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! [h3]What else is new[/h3] 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! |
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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. |
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Hello everyone! |
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Hi everyone! |
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! |
Gameplay improvements Server browser and server lobby improvements:
Electrical system overhaul:
Job system overhaul:
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! |
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. |
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! |
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Hello everyone!
Traitor fixes and improvements:
Multiplayer fixes:
Other fixes:
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Today's Deal: Save 25% on Barotrauma!* |
Hello, Hola, Cze and Merhaba everyone!
- 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):
- Four additional languages
- 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. |
Hello everyone! |
Hello everyone! |
Third patch out now!
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! |
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. |
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".
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! |
Hi everyone! |
Server hosts ahoy! |
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.
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! |
Hello again! |
Welcome, friends both old and new! |
Barotrauma is Now Available on Steam Early Access and is 15% off!* |
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. |
Greetings from GDC and PAX East! |
With our closed alpha successfully underway (thank you once more, all 500 who signed up!), were taking a look at what lies outside the submarine, in the depths of Europa. Navigate to our blog to see what weve been up to with alien ruins, Barotraumas own brand of dungeon. |
We're starting Barotrauma's closed testing round soon. Want to join the testing corps? Get the details from our blog and sign up today! |
Weve built several editors for creating all the different moving parts in Barotrauma. These are used for developing the game, but upon our Steam release, the same tools will be available for modding. Have a read on our blog and let us know what you think! |
The management of the physical well-being of the crew is a huge aspect of gameplay in Barotrauma, and crew members are more likely than not to break down over the course of a mission. |