Barotrauma - Vihis


Hello everyone!

As a follow-up to last weeks' Calm Before the Storm update, we're having our first play-for-free event since version 1.0 – starting now and until next Monday, you can dive right into Europa's dangers for free!

If you like what you see this weekend and would like to continue your submarine journey even after the event ends, you can get Barotrauma for 50% off until 26 April. For the lore-hungry new players, don't forget to check out the stories inside the "Barotrauma Supporter Pack", which is also discounted for the same duration.

We look forward to seeing new sailors in great numbers and wish you the best of luck. Welcome to Europa!
Barotrauma - Vihis
Hello everyone!

We have just released a hotfix to address issues with the Calm Before the Storm update.
Find the changelist below, and remember to update your game to the latest version to receive the fixes!


v1.8.7.0

- Fixed an AI bug that made bots scared of water, making them seek safety from flooded rooms even when they were wearing diving suits.
- Fixed non-hitscan projectiles registering hits with characters that are behind the weapon, even if the barrel is in front of the character.
- Fixed submarine maintaining an incorrect position (= starting to steer somewhere completely off) when you enable "maintain position" and then enter a new level.
- Fixed autopilot failing to navigate to a destination if it's already on at the start of the round.
- Fixed dedicated server descriptions still sometimes getting truncated.
- Fixed lights shining out from items inside character inventories.
- Fixed inability to access the inventories of other players when they're manually ragdolling.
- Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo.
- Fixed switches flipping around when you attach them while facing left.
- Fixed grenade "cooking" hint not showing the correct keybinding (just saying [usekey] instead of the actual keybinding).
- Fixed main menu notifications (changelog, unstable info) staying open if you don't manually close them and e.g. start a new game or go to the sub editor.
- Fixed normal outpost events triggering in outpost that have been abandoned because of Jovian Radiation.
Barotrauma - Dynamoon


Hello everyone!

The Calm Before the Storm update has just been released. It includes the new Reserve bench feature, improvements to Jovian radiation, new and improved abandoned outpost modules, new loading screens, level backgrounds and background creatures, plus a long list of bugfixes, optimizations and bot AI improvements.

You can read more about the update in our previous post and check out the full list of changes below.

Make sure to update your game to the latest version in order to join and host servers, and enjoy the Calm Before the Storm!


v1.8.6.2

Changes and additions:
- Added PvP versions of outpost levels for all biomes. Previously the outpost deathmatch rounds always used cold caverns levels despite the biome setting (which doesn't make much difference in the vanilla game since you don't usually go outside, but can be more relevant in custom outpost deathmatch missions).
- New alien ruin "outpost" for the outpost deathmatch mode.
- Reworked the loading screens with new handmade art.
- Visual improvements to cold caverns and great sea.
- Reworked the decorative "background fish" that wander around in the levels.
- One small endgame lore related outpost event.
- Renamed and recategorized a bunch of structures to make them easier to find in the sub editor.
- Reworked abandoned outpost modules, added 14 new modules. Kudos to NotWendy!
- Reduced the health of outpost security.
- Outpost security can spawn more batteries and ammo for themselves (making them better at defending themselves, compensating for the reduced health).
- Reorganized abandoned outpost mission types in the server lobby screen (separate types for assassination, destroy monsters, rescue and destroy outpost missions).
- Increased outpost wall health and made the junction boxes in outposts more resistant to overvoltage.
- Improvements to fabricator UI to make it dump less information on the player (especially new players): more options for sorting the items, option to only show the items you can currently fabricate.
- The console commands heal, teleportcharacter and godmode accept “/crew” and “/me” as arguments (making the command apply to either the whole crew or your current character).
- Added “killall” console command: kills every character in the level (players, NPCs, monsters).
- Added “spawnnpc” command: spawns a pre-configured NPC from a prefab.
- Added some sounds and particle effects to drinkable/edible items.

Reserve bench
- Added “reserve bench” feature to multiplayer campaign: bots can be hired to a “reserve bench” instead of active duty, which means they won’t spawn until a player chooses to take them over after dying in the permadeath mode, or until they’re moved to active duty in the HR manager interface in an outpost.
- Allows hiring bots as “backup characters” for the permadeath mode, without having to have the bots as active characters in the crew.
- Also usable when permadeath is not enabled: allows you to for example hire a high-level character you happen to come across for future use.

Alien ruins:
- New alien ruin modules ("husk maze", "toxins maze", "hazard maze").
- New "Lost in Ruins" ruin mission.
- Artifacts always spawn in artifact holders in ruins, even if you don't have an artifact mission active.
- Fixed doors that allow fractal guardians to pass through in ruins sometimes getting stuck.
- Fixed ruins sometimes spawning partially inside level walls.

Submarines:
- Reworked the Remora and updated the description to match. The layout should now be less confusing, and the auxiliary engine works with batteries. Added a brig and dedicated gunnery compartment. The drone is also reworked and has tougher shells.
- Minor visual touch-ups to the Kastrull and the Winterhalter.
- Kastrull glass windows at the navigation terminal have increased health.
- Option to disable wall collisions in the sub editor.
- Increased the output of the Typhon's oxygen generator to fix prisoners suffocating in the brig.

Radiation changes:
- Improvements to Jovian radiation: the intensity of the radiation increases when you're deeper in the radiation zone, and eventually becomes too intense to counter with Hazmat suits or PUCS.
- Jovian radiation buffs certain monsters instead of killing them.
- Fixed radiation sickness causing burns at a rate relative to the number of limbs a character has (making characters with lots of limbs take more damage).
- Radiation sickness does less damage at low levels and can wear off a bit faster.

Fixes:
- Fixed particles jittering when the submarine moves.
- Fixes to columns being misaligned and some columns being too narrow on the tab menu's crew list and round summary.
- Fixed ammo boxes (coilgun, chaingun, pulse laser) still firing one more round after appearing empty.
- Fixed grabbing another character causing the inventories to overlap on certain resolutions and higher inventory scale settings.
- Fixed long server descriptions getting cut off on the server list on dedicated servers.
- Fixed "light tower" item emitting light from the center instead of the top of the sprite.
- Fixed perks affecting the enemy sub in "Enemy submarine" missions in mission mode.
- Fixed genes that give you buffs when you receive damage getting triggered by the organ damage you get when you remove the genes.
- Fixed "dying" due to a disconnect giving you the permadeath achievement when permadeath is enabled (despite the death not counting as a "real" permanent death).
- Fixed items held by monsters that are currently inactive appearing at level origin (most often, the weapons held by fractal guardians).
- Fixed deconstruction output not getting automatically moved from the outpost to the main sub the next round if a bot deconstructs something in the outpost, and the item has to be dropped on the floor because there's no more space in the deconstructor's output slots.
- Fixed afflictions' periodic effects (for example, vomiting triggered by nausea) often appearing with some delay client-side.
- Fixed disabling boss health bars also disabling mission progress bars.
- Fixed "path unlock" NPCs sometimes spawning in jail cells.
- Fixed merchants sometimes selling an item they're requesting for less than what they're willing to pay for it.
- Fixed mission state resetting when you save and quit at a friendly outpost. This meant that you could e.g. kill and loot a target you're meant to assassinate, save and quit, and then kill and loot them again.
- Fixed inability to unlock the path to the next biome with reputation if your reputation goes over the threshold during the round (= you needed to already be above the threshold at the start of the round).
- Fixed a rare crash on startup due to an exception in TextManager.TrimSpeciallyHandledCategoriesCache.
- Fixed detonators blowing up even if you remove the explosive before the timer runs out.
- Fixed research station not having a broken version of the sprite.
- Fixed events disappearing from the outpost if you complete a clown or husk cult event and save and reload.
- Fixed artifact missions potentially targeting an artifact inside the sub, instead of spawning the artifact in an abyss cave, beacon station or the abyss like they’re supposed to.
- Fixed locking an item UI and starting a new round sometimes causing it to overlap with other UIs.
- Fixed assistant talent "Tasty Target" affliction not having an icon.
- Fixed afflictions from talents not having a tooltip describing the actual benefit / effect on the affliction.
- "Beat Cop" talent now also affects "Zapped", making it work with Stun Baton / Stun Dart items.
- Fixed inability to play with husked storage containers.
- Fixed opening the command menu in the sub editor's test mode and then switching back to the editor preventing interactions with inventories.
- Fixed sub editor crashing when you delete a wire that's in a circuit box by some other way than the circuit box UI (e.g. by selecting and deleting all wires), and then attempt to save a sub.
- Fixed outpost modules (most often, mine modules) sometimes overlapping with the sub when docked to the outpost.
- Fixed skills getting clamped below the maximum if they've been set above the max with e.g. console commands or modded content.
- Fixed thalamus organs/devices rendering in front of most dropped items.
- Fixed hitscan projectiles not damaging walls outside your own sub when the gun is fired from inside the sub.
- Fixed boarding pods going through indestructible or very tough walls.
- Fixed characters not taking fall damage when they land on a hatch.
- Fixed outposts sometimes having really short hallways between modules. Happened when the modules needed to be moved away from each other just a bit to prevent overlaps between modules: now when they need to be moved, the hallway is forced to be at least 2 meters long.
- Fixed inconsistent draw order between non-damaged and damaged walls (doing damage on a wall sometimes caused the draw order of the walls to change).
- Fixed decorative sprites rotating incorrectly on held items (e.g. the fans on artifact transport case drawing at an incorrect position).
- Fixed items inside items having the “stolen” icon when the team of a character changes to the player team mid-round (e.g. when you hire one of the special faction NPCs).

Optimization:
- Fixed acid clouds spawned by watchers causing a significant performance hit.
- Optimization to situations where the game attempts to loop the same sound multiple times at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
- Optimization to situations where the game tries to spawn a very large number of particles at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
- Optimizations to reduce save file sizes (which matters in MP because the save files are frequently sent to clients).
- Fixed an issue that occasionally caused performance drops in the outpost deathmatch mode.
- Fixed guardian repair bots causing significant performance hits especially when there's several of them repairing at the same time.

Multiplayer:
- Fixed a syncing issue that made very short (<1s) stuns almost always cause some desync and rubberbanding.
- Fixed a syncing issue that caused inaccuracies in the rotation of the character's collider, often leading to rubberbanding when swimming (since the rotation of the collider affects swimming speed: characters swim faster when they're facing the movement direction).
- Fixed "error while reading a message from server" when moving a docking port's connection panel in multiplayer.
- Players (excluding the host) can return to the lobby without ending the round for everyone. Added an "AFK" checkbox in case a player wants to stay in the lobby when a new round starts.
- Fixed dialog prompts from certain events sometimes triggering when the players are still loading into the round, causing the players to miss the prompt and making them unable to continue the event. Happened for example with some of the events that allow you to hire a special faction NPC.
- Fixed duplicating items by allowing a disconnected player to despawn, taking their items from the duffel bag, and then having that player rejoin and respawn with the same items.
- Fixed players being unable to fabricate items unlocked with bots' talents.
- Fixed errors and disconnects if a new campaign round starts while you're still loading into the previous one.
- Fixed Camaraderie talent icon starting to flicker in multiplayer after a crewmember has died.
- Added a customizable permission preset file (Data/permissionpresets_player.xml) which can be edited without game updates overwriting it.
- Fixed hostage missions displaying as completed even if the hostages have been killed.
- Fixed radio channel presets not persisting between rounds in multiplayer.
- Fixed bot disappearing from the crew if you take control of it with SetClientCharacter, then switch back to your original character, and save and quit.
- Fixed spectators only hearing characters when the camera is within speaking distance (should be based on the radio range if the character is speaking through radio).
- Fixed respawn shuttle dropdown not displaying the name of the selected shuttle (just said "shuttle").
- Fixed paths between biomes unlocked during the round showing up as locked to midround-joining clients.
- Fixed several issues with conversations that target a specific player: e.g. in the "husk cultist" event it was possible for other players to deliver the eggs the cultist was requesting from a specific player.

AI:
- Fixed a handful of bugs that occasionally caused bots to get stuck on ladders.
- Fixed bots sometimes saying "can't reach [name]" (with the variable not getting replaced by the actual name) when they can't get to a target they're trying to give medical assistance to.
- Fixed bots disguised as husks not targeting husks with turrets.
- Fixed many NPCs ignoring threats, because they were set to wait with 100 priority. Exposed the objective priority for NPCWaitAction and NPCFollowAction.
- Fixed bots with the operate item objective always reacting to fires (and enemies), regardless of the size of the fire and their objective priority.
- Fixed fires close enough to damage not always being considered threats.
- Fixed the find safety objective triggering from enemies/fires, even when ordered to follow.
- Fixed and changed how the bots behave in combat while following/holding position. Now they should stick to the follow/hold position more obediently, yet still should be able to fight back.
- Fixes and changes to how bots react to enemies attacking other bots. Made the security officers be less reactive to hostiles when they have an active order (e.g. operate the turrets).
- Fixed bots attacking handcuffed enemies.
- Fixed outpost security officers reacting if bots take diving gear or fire extinguishers in emergency situations (they shouldn't steal items otherwise).
- Fixed bots not being able to steal oxygen tanks for existing diving gear in emergency situations.
- Fixed bots seemingly ignoring oxygen tanks inside diving gear in containers (also affected other items).
- Bots now drop all stolen items when being inspected, instead of getting arrested because of them.
- Fixed outpost security officers doing inspections in unsafe rooms, such as when they are flooded.

Modding:
- The "decorative background creatures" can be edited in the level editor.
- Fixed event sets with SelectAlways set to true getting selected despite their commonness being zero.
- Fixed level wall damage done by Attacks ignoring damage multipliers.
- Show a warning when enabling a mod that requires some other Workshop mods that aren't currently enabled.
- The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead).
- Fixed turret barrels getting hidden when the static part of the turret goes off-screen if the turret only has the "rail sprite", but not the barrel part that moves back and forth when firing.
- Note for modders: the issue with ammo boxes spawning one extra round happened because the boxes executed an OnUse effect to spawn an item in the box, and then reduced the condition, which meant that on the last shot that took the condition to 0 they would still spawn a projectile in the box. If your mod uses a similar approach, please check the vanilla ammo boxes for an example on how we handle the spawning now.
- Added a LightOffset property to LightComponents (can be used to make the item emit light from somewhere else than the center).
- Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
- Implemented armor penetration for status effects. Configured with the property "penetration" (1 = completely ignores armor).
- Option to hide an item from the fabricator if you don't have the recipe for it by adding the attribute HideIfNoRecipe="true".
- Fixed overriding a character variant that replaces the base character's texture (such as crawler hatchling) causing it to use the base character's texture instead.
- Fixed animation triggers breaking animations if a modded character uses animations defined in a custom folder (as opposed to the default Animations folder).
- Added StoreBuyPriceModifier to locations.
- Fixed fabrication recipes where the only difference is that one uses an identifier and the other a tag getting assigned the same hash, preventing the item from loading.
- Fixed statuseffect's "forcesay" making the message appear twice client-side in multiplayer.
- Fixed inability to give stats (via items/talents) to non-human characters.
- Changes to how the game differentiates between a "tags" argument in StatusEffects meaning either tags of the status effect, or setting the Tags property of the target. Previously the game tried to basically guess it, and sometimes got it wrong. Now the tags of the effect should be defined using the attribute "StatusEffectTags" and setting tags of the target should be done with "SetTags". The old "tags" argument is still handled the same way as before for backwards compatibility.
- Added a "ConvulseAmount" setting to affliction effects. Makes the character shake/convulse similarly to late-stage husk infections.
- Fixed StatusEffect's TransferAfflictions setting (which transfers afflictions to a new character spawned by the effect) transferring everything to the main limb.
- Fixed StatusEffects targeting Contained being unable to access the ItemComponents of the contained items (they could only affect the properties of the Item instances).
- Support for configuring monster-specific music tracks. Configured with the attributes “MusicType”, “MusicCommonness” and “MusicRangeMultiplier” in the character xml.
- Support for forcing a music clip to play for a minimum duration of time, even if the situation changes to make it no longer suitable. Configured with the attribute “MinimumPlayDuration” in the sound xml.
- Fixed husk appendage failing to attach correctly if another joint than the first one attaches to the character's normal limbs.
- Fixed stores not updating in the current or adjacent locations when you enable a mod that modifies store items.
- Fixed job-specific spawnpoints not working in the outpost deathmatch mode (doesn't affect the vanilla game).
- Made the "dumpeventtexts" command (which collects texts from events, moves them to a text file and replaces the texts in the event with the appropriate tags) more usable for modding: instead of going through all event files and attempting to modify vanilla content, it now takes in arguments that lets you specify which files or folders you want it to process.
- Improved crosshair accuracy by compensating for the barrel offset. Not very noticeable with vanilla weapons, but can be useful for mods that have weapons with a significant barrel offset.
- Fixed skill modifiers in Wearables not working if the item is worn in multiple slots.
- Fixed submarine upgrade categories being hidden if the category only contains items that can be swapped, but no “normal” upgrades that affect existing installations.
Barotrauma - Vihis


Hello everyone!

The Calm Before the Storm update is coming next week, so let’s have one last glance at what’s gathering on the horizon.
  • Reserve Bench: Hire bots into reserve, to be called into active duty later. Bots can be called into active duty at the HR manager, or when you lose a character in Permadeath mode.
  • Visual improvements: Keep your eyes peeled for new loading screen images, level backgrounds in the Cold Caverns and the Great Sea, and new background creatures swimming in the distance.
  • Jovian radiation improvements: The intensity of the radiation will ramp up quicker the deeper you are in a radiation zone, and will eventually become too strong to withstand even in a hazmat or PUCS suit. Some monsters will also get stronger when irradiated, adding to the danger.
  • Improved abandoned outpost modules, and 14 entirely new modules contributed by NotWendy.
  • Three new alien ruin modules, a new ruin mission, and fixes to alien ruins.
  • A new alien ruins themed outpost for the Outpost Deathmatch mode.
  • Minor rework of the Remora sub, plus fixes to the Kastrull, Winterhalter and Typhon subs.
  • Various optimizations, and fixes to multiplayer syncing issues to reduce the amount of rubberbanding in combat.
  • A long list of bugfixes and improvements to bot AI.
  • An even longer list of general bugfixes and QOL changes.
Read more about the update now on our blog, and get ready for the release next week!
Barotrauma - Vihis


Hello everyone!

Now that spring is slowly thawing the land (and the bones of our dev team), it’s soon time for Barotrauma’s first update of the year. The update is currently being tested by our team, and you can also start test driving it now and give us feedback before it’s released!

There’s an important new feature coming in this update which we would be happy to hear your thoughts on: The ‘Reserve bench’ feature allows you to hire bots as ‘backup’ crew members, who only spawn when needed, for example after a player death in the permadeath mode. You can also use the reserve bench outside of permadeath, for example to keep a skilled engineer handy, just in case your current one meets an untimely end.

There are also other content additions coming – more about these a little later! In the fixes and improvements department, here are some of our favorites:
  • Fixes to syncing issues in multiplayer combat, greatly reducing the amount of desync and rubberbanding.
  • A long list of improvements and bugfixes to bot AI. Addressing issues with ladders, stealing, being set on fire, targeting and more!
  • Various optimizations
You can already test all of the upcoming changes in our Unstable beta version, which you can access through your steam client. Simply right-click on Barotrauma in your Steam library, select “properties” and from the dropdown menu in the Betas section, select the “unstable - Public unstable version” and run the game. For more testing information, check out this forum post.

Get a deeper sneak peek into the update on our blog, take a look for yourself in the Unstable beta, and stay tuned for the release in a few weeks!
Barotrauma - Vihis


Hello everyone!

As we set sail into 2025, we wanted to give you some early insights into our plans for the year ahead. Our work on Barotrauma continues, but we are going to shift gears and move towards less new content, and more changes that help to polish and improve the game.

This spring, we will be releasing a content update made up of various features and changes that had to be left out of earlier updates for one reason or another. You can look forward to a submarine rework, new events and missions, an additional PvP outpost, and more. We’ll preview this update properly a little closer to its release.

Following the spring update, we have no major content additions planned for some time to come. Instead, the later updates of this year will introduce fixes, improvements and small changes – and possibly some content additions as well, when our schedule allows it.

This isn’t the last you’ll hear of new content in Barotrauma, though. We still have plans and will tell you more about them a little later! For now, stay tuned for the spring update in March, and check out our blog for some more greetings from our team.

Happy 2025!
Barotrauma - Dynamoon


Greetings everyone!

Our publisher Daedalic is currently having their publisher sale, with discounts of up to 90% on their whole catalogue. Barotrauma also has a sizeable discount of 50% off, so time to dive in!

The publisher sale is also the perfect time to find new games to try. Check out the newly released 4X strategy game YIELD! Fall of Rome, the cozy Into the Emberlands which just reached its 1.0 version, or the co-op game Wild Woods that just got its first big content update.

Take a look at all of Daedalic's discounts and games below, and have fun!

Barotrauma - Vihis
Hello everyone, and merry holiday season!

Our Winter Update has just been released, with various fixes, improvements and optimizations. Read more about the update in last week’s preview post and find the full list of changes at the end of this text.

Be sure to update your game to the latest version to be able to host and join multiplayer games. We hope these improvements will make playing more enjoyable, and that you have fun times in Barotrauma over the holidays!

We’ll still be around for a little longer and release a hotfix if needed, and after next week, we’re heading out for our yearly Christmas break. We wish everyone a beautiful and relaxing holiday season. See you again in January!



v1.7.6.0

Changes:
- Added a "toggle run" input (so you no longer have to keep holding shift to run). Not bound to anything by default, but can be set in the settings menu.
- Improvements to environment visuals: the inside of level walls fades to black to make the texture tiling less obvious when zoomed far out, improvements to the shapes of the level walls (more natural shapes, less long and straight wall segments).
- Ruin scan missions show a progress bar indicating the status of the scans.
- Made dry or partially dry rooms more common in wrecks.
- Option to change the sound of the alarm sirens to a claxon horn sound (the "traditional" AWOOGA-AWOOGA submarine alarm sound).
- "giveaffliction" console command now auto-completes identifiers as well as names.
- Reworked Berilia (kudos to WJohnston): layout improvements, added a bottom docking port, more windows, replaced cameras with searchlights, simplified battery setup and increased reactor output, minor visual improvements and a lot of miscellaneous tweaks.
- Reworked Kastrull drone (less ugly, a little sturdier, the ballast can be accessed through a hatch).
- New playstyle banners.
- Added an option in the settings to launch the game on a specific display.
- Option to refresh the available audio devices (both playback and input devices) in the game settings. The game should now also automatically attempt switch to another device if the current one is disconnected. However, whether this can be done automatically can depend on the audio device, driver and the operating system, and in some cases it may be necessary to choose a new device manually from the game settings.
- Made electrician's goggles easier to get (spawns as a part of the sub's initial supplies, can be purchased from outposts, doesn't require fulgurium to fabricate). The goggles are intended to help less experienced engineers get a hang of wiring in particular, so it doesn't make sense for them to be so difficult to get.
- "Safe rooms" are no longer indestructible in beacon stations (felt confusing, especially when it wasn't apparent from the look of the walls).
- One new research outpost events to foreshadow the longer ruin event chain.

Optimization:
- Rendering optimizations that should give a major performance boost to situations in which there's lots of structures visible.
- Changes to the physics engine to improve collision detection performance. In technical terms, the game now disregards potential collisions between things that can never collide (such as two characters and most items) much earlier in the collision detection logic.
- Significant optimizations to memory usage. These will mainly reduce load times and lag spikes as the game needs to do less cleanup to free memory that's no longer needed by the game.
- Optimized character ragdolls (building them out of simpler collision shapes).
- Optimized LevelTriggers (things in the level that can react to objects and apply effects to them, such as water currents).
- Optimized the logic for refreshing the positions of items that are inside a moving inventory (such as a character's inventory).
- Miscellaneous optimizations to things such as explosions, AI logic when a bot is operating a turret, psychosis effects, idling NPCs' AI.
- Text rendering optimizations.
- Optimizations to periscopes, chairs and other items that force the character to a certain pose.
- Optimizations to piezo crystals.
- Optimized lighting in the nightclub module.
- Minor miscellaneous optimizations to the physics logic, such as simplifying math and the way positions of entities are set.

AI:
- Fixed bandits occasionally failing to power up the beacon station they reside in.
- Fixed non-humans enemies not firing ranged weapons if there's a dropped riot shield (or other "blocking" item) in the way.
- Fixed bots sometimes getting stuck walking towards a door if the button/mechanism for opening the door is somewhere far away the bot can't reach.
- Fixed bots and husks being unable to enter Barsuk, Camel and Remora through the airlock.
- Fixed bots being unable to enter through Camel's bottom hatch.
- Fixed bots spotting characters that should be indetectable by AI (e.g. camouflaged Mantises).
- Fixed some bot dialog using the "technical" names (e.g. Mudraptor_passive) of characters instead of the proper display name.

Multiplayer/networking fixes:
- Implemented lag compensation for hitscan weapons. Should make cases of shots seemingly landing client-side just for the health to rubberband back shortly after significantly less likely. The issue had to do with the lack of lag compensation by the game: a client might fire exactly at a monster, but when the server found out about that shot some fraction of a second later, the monster might've moved and the server would consider the shot to have missed. Now the server takes the latency into account, and checks if the shot would've hit at the point when the client fired the gun. The maximum amount of lag compensation is currently 150 milliseconds, but this can be changed in the server config with the setting "MaxLagCompensation".
- Improvements to syncing character positions (further reducing issues such as shots missing): fixed a bug that caused minor inaccuraries in character velocities between the server and clients, and made the clients better at extrapolating positions while waiting for the next positional update from the server.
- Fixes to syncing ragdolled characters' positions. Should fix corpses and unconscious characters often getting stuck in a glitchy state around platforms, rubberbanding up and down.
- Fixed inability to disable Steam authentication for LAN play if the server is connected to Steam.
- Fixed clients sometimes choosing an incorrect biome in the sandbox, mission and PvP modes, leading to a "level equality check failed" error at the start of the round.
- Fixed character occasionally teleporting out of the sub for a split-second in multiplayer, particularly when the sub was travelling fast during bad networking conditions.
- Fixed occasional crashes with an error message about "SpamFilter.IsFiltered" after getting disconnected from a server and kicked back to the server list.
- Fixed "herpes threshold" server setting doing nothing (should determine how low a player's karma needs to drop for them to contract space herpes).
- Fixed networking errors when multiple clients have died during a permadeath round, and you attempt to continue to the next level.
- Fixed loot that can only go in specific kinds of inventory slots (e.g. mudraptor shell) failing to spawn in the monsters' inventories if they don't have slots of the correct type.
- Fixed occasional "entity event data exceeds the size of the buffer" errors. These happened when the server failed to write a network event for some item (in which case the server should've just skipped that event), which can be caused by issues in mods for example.
- Fixed other clients not seeing creature attacks if the creature is being controlled by a player.
- Fix to clients often getting stuck behind closing doors in MP despite the character seeming to make it through in time client-side.
- Fixed server lobby sometimes appearing empty/nonfunctional when clients join a server. In technical terms, this happened when the lobby's update ID had reached a very large value, which could happen if the server has run for a very long time or if there's been some issues that have caused the server to create a very large number of lobby updates.
- Fixed PvP outpost setting causing unnecessary server lobby updates (even when the PvP mode was not selected), potentially leading to the lobby becoming unusable due to the issue described above.
- Fixed flipping monsters behaving inconsistently in multiplayer when controlling a monster: other clients saw the monster facing in the position of the cursor, even if it hadn't turned at all at the end of the client controlling it.
- Fixed "ignore" and "unignore" orders not working on stacks of items in multiplayer (just marking the first item in the stack).
- Fixed components inside a circuit box losing their settings when saving the game while the box is in a player's inventory.
- Fixed moving an item UI potentially moving it outside the screen on other clients' screens when using different resolutions.
- Fixed clients syncing the selected outpost PvP setting unnecessarily to the server when a non-PvP mode was changed. When there were no outposts to select from, the clients would think the setting has changed (since the selected value of "nothing" doesn't match the server setting), and send the value. This could potentially have caused the reported issue of multiple admins constantly changing settings and messing up the lobby.
- Fixed clients sending the value of the win condition slider too eagerly (whenever it moves, as opposed to when it's released). Also changed it adjust in steps of 10 for a little nicer values.
- Fixed occasional "Unexpected error" console errors when the game attempts to unlock an achiement on the Epic Store or with EOS crossplay enabled.

Extra logging for diagnosing networking errors:
- Mention the entity that caused an error to be thrown when reading a network event, and the content package that entity is from (makes it easier to tell when the error is caused by some specific mod).
- Improved logging of the "event count very high" errors: mention the content package the events are from if they're non-vanilla, log the errors client-side too. We are suspecting the occasional "expected old/removed event" disconnects could be due to the server creating so many events the clients can't keep up, and this should give us some more clues for diagnosing the issue.
- Added more info to the "component event creation failed" error messages, the errors are logged into GameAnalytics.

Balance:
- Each successive use of the Mindwipe item increases the penalty to talent points, making it more costly to use it to "farm talents" by repeatedly unlocking talents that unlock other talents or give extra talent points.
- XP gain balancing: the XP is no longer directly tied to mission rewards, but adjusted based on the difficulty of the mission.
- Lowered cost of high-skilled NPCs to hire. High reputation with Coalition or Separatists results in more cost-effective hires.
- Tweaks to monster nest missions: higher reward (as they're some of the riskiest missions in the game) and less monsters in SP (in MP it's the same amount).
- Campaign setting for adjusting the XP gain rates.
- Higher XP gains in later biomes.
- Concussions wears off faster.
- Beds are a bit more effective for some afflictions like nausea and drunkness.
- Added chem addiction and chem withdrawal reduction to beds/bunks.
- Reduced how fast chem addiction and chem withdrawal build up.
- Reduced the amount of devices you need to repair to get the effects of the "Machine Maniac" talent.
- Health scanners spawn as a part of the sub's initial supplies, not given to every respawning medic (a too easy source of free resources).
- Deconstructing headsets no longer yields materials (a too easy source of free resources).

Fixes:
- Fixed choosing "retry" in the pause menu after you've started playing from a backup save loading that same backup save instead of the most recent save.
- Fixed relay components not passing power until they've been toggled on and off.
- Fixed ability to sell the 2nd gene of a combined genetic material in stores.
- Fixed combined genes appearing untainted if the 2nd gene is tainted instead of the 1st one.
- Fixed NPCs still offering services (stores, submarine upgrades, etc) despite their faction being hostile to you, leading to weird situations where you could be trading with a merchant who's actively trying to run away from you.
- Fixed Artie Dolittle continuing to follow you if you refuse to hire him.
- Fixed "Miracle Worker" talent keeping husks from dying if you're friendly with husks (e.g. because you're wearing Zealot Robes).
- Fixed alien turrets not working properly in mirrored ruins (they were using circuits with hard-coded turret rotation angles, which broke in mirrored ruins).
- Fixed alien turrets set to auto-operate failing to fire inside hulls.
- Fixed auto-operated turrets trying to fire at monsters inside ruins.
- Fixed signal components being automatically placed inside circuit boxes in your inventory when you purchase them while there's no free slots in your inventory.
- Fixed holes on overlapping walls multiplying flooding rates (a hole was created on all of the walls, and they'd act independently of each other).
- Fixed lights being visible on contained items (e.g. handheld sonars in cabinets) in the sub editor.
- Fixed crashing when attempting to give contextual orders to a defense bot (i.e. when middle-mouse-clicking a defense bot).
- Reactors attempt to rapidly adjust to the load in the first 5 seconds of a round, during which time junction boxes don't take damage from overvoltage. Intended to address overvoltage in cases where the reactor is outputting a lot of power, and the load suddenly drops when a new round starts (e.g. due to the engines powering down).
- Fixed alien devices (or more specifically, items with a static physics body) shifting from their original position when loaded for the first time if they're used in a normal sub.
- Fixed "Crusty Seaman" talent giving characters medical skill as it heals the character's bleeding.
- Fixed certain level resources (e.g. piezo crystals) facing the wrong way on level walls.
- Fixed certain elements in the debugdraw view (submarine borders, damage texts on walls, gaps, water level indicators on hulls, lines pointing to walls enemies are targeting) "twitching" when the sub moves.
- Fixed headsets purchased with immediate item delivery getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed headsets whose fabrication was started on the previous round getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
- Fixed pets (including defense bots) spawned in an outpost being assigned to the "friendly NPC" team, which would e.g. mean that they wouldn't attack the enemy team in the PvP mode.
- Fixed PvP outposts sometimes spawning as alien ruins.
- Fixed multi-tools detaching detonators (the multi-tool is not intended to detach any items, because that would conflict with the repair functionality).
- Fixed unopenable hatch at the top of ResidentialModule01_Colony (rarely caused any issues in the vanilla game, because other modules almost never attach on top of that module).
- Fixed Terminal component's Readonly field not working when it's set in the editor (only if the item is by default set to readonly).
- Fixed large hardpoints not having the "set_auto_operate" and "toggle_auto_operate" inputs.
- Fixed components being attachable inside walls/floors in some subs.
- Fixed broken junction boxes sometimes zapping players despite seemingly not being powered.
- Improved thalamus brain spawning to prevent it from ending up in dry rooms, and dying if it does:
- Avoid spawning in rooms with doors, hatches or duct blocks.
- The brain no longer dies in dry rooms.
- Fixed mudraptor beak from mudraptor genes showing through exosuits and other wearable items that should hide the character's head.
- Fixed bandoliers not going in cabinets' "container slots".
- Fixed "man and his raptor" mission failing if you don't speak to the man and spawn the mudraptor.
- Fixed wrecked doors and hatches not being weldable.
- Fixed the hover text saying that you can "open" or "force open" a door when it's already opened.
- Waypoint fixes in Camel.
- Fixed 'Traveling Tradesman' sell bonus not working.
- Fixed chat-linked wifi components sometimes failing to receive messages from the chat (most often in circuit boxes?). Had to do with the order in which the headsets and wifi components are created.
- Fixed conversation prompts not blocking conversations from other events if you've moved past the initial prompt (e.g. answered the first question and gotten a follow-up).
- Fixed treatment suggestions not being shown on some afflictions (e.g opiate addiction). Happened because we used the same thresholds to determine if bots should treat the affliction and to determine if the suggestion should be shown.

Modding:
- Added AddScoreAction: can be used to make scripted events modify a team's score in the PvP mode, which should open up a lot of new possibilities for custom PvP mission types.
- Added RangedAttackMultiplier stat type.
- Beacon stations are no longer automatically damaged, but instead are only damaged through the DamageBeaconStationAction in ScriptedEvent. Recommended (and default) setting for beacon stations is to enable all three: Allow damaged walls, Allow damaged devices, Allow disconnected wires.
- Fixed ragdolls failing to load when inheriting creatures whose ragdolls are not in the default path ("Ragdolls" folder inside the character's folder), but e.g. defined using a direct path to a ragdoll file in the character's or some other character's folder.
- Added option to set the handle positions (Handle1 and Handle2) of a holdable item using status effects.
- Fixed character variants failing to load the correct texture for limbs that use a different texture than the rest of the ragdoll (e.g. the alien bits on a variant of the Cyborgworm).
- Fixed WaitForItemUsedAction not working if there's multiple instances of the same scripted event active at the same time.
- Fixed characters' damage overlays not being affected by the ragdoll's texture scale.
- Fixed stacking ability resistances past 100% making the resistance negative.
- Fixed texts with color tags not working in some UI elements: fabricator, sub editor, store, speech bubbles.
- Made the game load the vanilla human ragdoll (or in the case of monsters, crawler ragdoll) if loading a modded character's ragdoll fails. Should make it easier to diagnose and address issues in the character configuration.
- Fixed hair and other "wearables" in character portraits (in the bottom-right corner and the health interface) getting misaligned if they use a different origin or sourcerect than the head sprite.
- Fixed health multipliers defined in a HumanPrefab not working.
- Fixed crashes when a PvP outpost contains shuttles or other moving parts.
- If an item variant inherits a sprite without the full texture path from the base item, it uses the texture path of the base item instead of that of the variant. Fixes mods being unable to create variants of things like diving suits without reconfiguring all the sprite paths.
- Fixed character variants overriding the targeting parameters of the parent character incorrectly: just overriding the parameters in the order they're defined in, as opposed to overriding a parameter with a matching tag.
- Status effects can make a character say a line in the chat: used by adding a subelement called forcesay, with the attributes "message" and optionally "sayinradio".
- Fixed OnUse sounds not playing when attaching an item to a wall in MP.
Barotrauma - Vihis


Hello everyone!

It’s almost holiday time, and so it’s also almost time for our yearly Winter Update. This time it will be more of a patch than a full-fledged update, as it focuses on optimizations, fixes and improvements. We hope you’ll get to enjoy smoother sailing in Barotrauma over the holidays after these upcoming changes!

In Santa’s bag of fixes this year:
  • Optimizations. We’ve made changes to the Farseer Physics engine which Barotrauma uses, as well as optimized rendering. These two should result in a significant performance boost, and there are also various other optimizations coming in the update.
  • Networking improvements. We’ve made various improvements and fixes to address “glitchy” behavior, such as enemies seeming to regenerate health after being shot, characters sometimes teleporting weirdly, or dead bodies hanging from platforms and twitching around. We’re also introducing new fixes to multiple networking errors, such as the "level equality check failed" and "entity event data exceeds the size of the buffer" errors, or the server lobby sometimes appearing empty.
  • Submarine improvements. Reworked the Berilia based on a community submission (thank you WJohnston), visually reworked the Kastrull drone, and fixed waypoints in the Camel.
  • Experience gains improvements. Made XP gains faster especially towards the end of a campaign in various ways, and you can now also adjust XP gain rates in the campaign settings.
  • More: Improvements to the environment visuals, a new optional “toggle run” input which you can bind to a key, and more.
Read more about the update now on our blog, and stay tuned for the release next week!

P.S. Besides the update, the Barotrauma soundtrack is now available on most streaming services.
Barotrauma - Vihis
Hello everyone!

We have just released the second hotfix addressing additional issues in the Unto the Breach update. Make sure to update your game to the latest version, and see the list of changes below.

v1.6.19.1

- Fixed chat input box getting cleared whenever someone changes their team, or when the game mode or team selection mode changes.
- Fixed stun resistance PvP setting doing nothing.
- Made Crimson Acid less powerful against large monsters.
- Fixed everyone's name tags being shown in red until you spawn when you join a campaign mid-round.
- Fixed stackable items with a non-default quality (e.g. grenades) failing to stack in the fabricator's output slot, instead just falling to the floor.
- Fixed very large PvP outposts often clipping into the level walls.
- Fixed decorative structures such as background walls not showing up on hostile (non-player) subs in multiplayer.
- Fixed "giveitem" command crashing the game when used with no arguments.
- Fixed Gravity Flak Shell's "gravity pull effect" being affected by gravity.
- Fixed Fulgurium Batteries sometimes spawning automatically in tools at the start of a campaign.
- Changed cargo scooter recipe to be more consistent with the normal scooter recipe (Underwater Scooter + x2 Ti-Al Alloy).

Modding:
- Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled.
...

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