Bugfix patch for the Beasts Within update out now
- Fixed the game occasionally freezing when joining a server. - Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely. - Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode. - Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined. - Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub. - Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version. - Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version. - Fixed server name length not being restricted when set from serversettings.xml or using console commands. - Fixed "ready to start" tickbox disappearing if a client joins while a round is running. - Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective. - Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope. - Fixed male asian heads not appearing in the server lobby. - Fixed campaign servers never being filtered out from the server browser when filtering based on game mode. - Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out. - Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.
- Fixed junction boxes not passing signals to relays. - Fixed broken junction boxes and relays carrying power. - Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between. - Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits). - Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it. - Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.
- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions. - Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces. - Fixed links disappearing between linked subs and docking ports when loading in the sub editor. - Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc). - Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters. - Fixed lights lagging a little behind moving objects (e.g. diving suit light). - Fixed characters being able to grab/heal others when handcuffed. - Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects. - Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs. - Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at. - Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things. - Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire. - Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off). - The bots now only report about issues that have not been already been reported. - Fixed monsters attacking doors that are open. - Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack. - Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device). - Fixed bots playing the rewiring sound when repairing an item with a screwdriver. - Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire. - Fixed chat messages occasionally extending below the lower bound of the chatbox. - Fixed searchlight and turret lights disappearing before the light is fully off-screen. - Waypoint fixes in Kastrull and the drone. - Fixed Kastrull flooding when the drone is undocked. - Fixed ballast pumps in Kastrull's drone being off by default. - Fixed enormous in-game ballistic helmet sprite. - Fire extinguishers can't be placed inside toolboxes anymore. - Fixed lobby screen not scaling correctly after changing to a bigger resolution.
[ 2019-12-17 14:01:20 CET ] [ Original post ]
The bugfix patch v0.9.6.0 is out now. The patch includes several networking changes, so please make sure to update your servers to prevent incompatibility with players who've updated their game!
Networking/multiplayer fixes:
- Fixed the game occasionally freezing when joining a server. - Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely. - Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode. - Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined. - Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub. - Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version. - Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version. - Fixed server name length not being restricted when set from serversettings.xml or using console commands. - Fixed "ready to start" tickbox disappearing if a client joins while a round is running. - Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective. - Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope. - Fixed male asian heads not appearing in the server lobby. - Fixed campaign servers never being filtered out from the server browser when filtering based on game mode. - Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out. - Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.
Electricity fixes:
- Fixed junction boxes not passing signals to relays. - Fixed broken junction boxes and relays carrying power. - Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between. - Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits). - Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it. - Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.
Misc fixes:
- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions. - Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces. - Fixed links disappearing between linked subs and docking ports when loading in the sub editor. - Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc). - Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters. - Fixed lights lagging a little behind moving objects (e.g. diving suit light). - Fixed characters being able to grab/heal others when handcuffed. - Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects. - Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs. - Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at. - Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things. - Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire. - Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off). - The bots now only report about issues that have not been already been reported. - Fixed monsters attacking doors that are open. - Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack. - Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device). - Fixed bots playing the rewiring sound when repairing an item with a screwdriver. - Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire. - Fixed chat messages occasionally extending below the lower bound of the chatbox. - Fixed searchlight and turret lights disappearing before the light is fully off-screen. - Waypoint fixes in Kastrull and the drone. - Fixed Kastrull flooding when the drone is undocked. - Fixed ballast pumps in Kastrull's drone being off by default. - Fixed enormous in-game ballistic helmet sprite. - Fire extinguishers can't be placed inside toolboxes anymore. - Fixed lobby screen not scaling correctly after changing to a bigger resolution.
Barotrauma
Undertow Games
FakeFish
2019-06-05
Indie Strategy Simulation Singleplayer Multiplayer Coop EA
GameBillet
29.72 /
€
Game News Posts 154
🎹🖱️Keyboard + Mouse
Very Positive
(47454 reviews)
http://barotraumagame.com/
https://store.steampowered.com/app/602960 
Barotrauma Linux [550.85 M]
Overcome crisis and the unrelenting pressure of a frozen ocean. In Barotrauma you're a submarine crew member beneath the ice of Jupiter's moon Europa. Flee or fight alien lifeforms, explore a strange new world, command your crew, and craft equipment in a tense 2d co-op experience.
Key Features
- Command and manage your submarine and its various systems in adrenaline-filled co-operative gameplay.
- Play as the captain or any of the 4 other character classes, with up to 16 players per submarine.
- Single Player campaign, sandbox mode, and single missions also available.
- Procedural levels and events ensure no two games will ever be exactly alike
- Each submarine has multiple crew operated systems, from nuclear reactors to sonar, guns, engines and more
- Comprehensive crafting system to create tools, drugs and weapons
- Navigate dangerous environments to achieve mission goals or simply explore and travel deeper into the game world
- Explore alien ruins and wrecked submarines along the way to discover rare and powerful artifacts and other resources
- Fully integrated mod tools allow you to create and transform the game via Steam Workshop. Submarine editor, character and procedural animation editor, procedural level editor, sprite and particle editors - unleash your creativity!
MINIMAL SETUP
- OS: Ubuntu 14.04 LTS
- Processor: 2.0 GHzMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: 128 MB Video Memory. OpenGL 3.0+ support
- Storage: 350 MB available space
- OS: Ubuntu 18.04 LTS
- Processor: 3.0 GHzMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: 256 MB Video Memory. OpenGL 3.0+ supportNetwork: Broadband Internet connection
- Storage: 350 MB available space
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