Now that we've settled back into business as usual, it’s time to take a look ahead – and behind.
What's next?
Next up in Barotrauma's development is a Halloween update, a compactly sized content update. You should expect to see it pretty soon, and we'll write more about it once it's out!
After that, we plot a course toward...
The next major update
We've got one more big content update planned for this year, and it's going to include some highly wishlisted additions, including but not limited to the environment overhaul, ballast flora and new mission types. This update will round off the major developments we've made this year, with the Rusted Remnants and New Frontiers updates, to bring diversity, content, and a real sense of progression to Barotrauma. We're excited to be delivering this "part 3" content update before the year is out, and we hope you'll like it too!
Five years in development
Tomorrow marks five years since our first playable build. Back then, Barotrauma was a solo developer's hobby project with a different name, and if you'd like to see what that looked like for yourself, you can do that now on our blog. (We think you'll agree that we've come a long way since then, but you can probably still tell it's the same game!)
We're proud to be five already and happy to have so many of you following our progress – stay tuned for more news about the coming updates!
We’ve now released a minor update to address issues in the New Frontiers update and to bring new downtime activities to Europan submariners – some purely optional fun and games to balance the darkness of the ocean (and to keep idle hands from messing with the boat’s wires unnecessarily), and perhaps to yield some moderate rewards, too.
For now, the new activities we’ve added are limited to gardening and cleaning, but if these prove a hit, there are more planned! So let us know what you think – are you enjoying the fruits of your labor? What activities would you most like to see added in the future?
Find a quick summary of the most important changes below and be sure to update your game to the latest version to be able to host and join multiplayer games. Scroll further down for the full changelog.
Gardening and cleaning. Bored? The plants need watering and the sub isn’t going to clean itself, so get to work!
New submarine, the heavy transportation ship R-29 designed by "Rav2n". At a long last, we’re ready to add the winner of the Big Rig design competition to the game!
Headset channel switching. Now you can dedicate different channels to different purposes.
Mudraptor overhaul – Europa’s meanest biped gets improved looks, added armor and new attack variations.
Fixed bots, upgrades and subs disappearing in the campaign after dying or quitting the round immediately after purchasing them.
Fixed a wide variety of networking errors, like “index out of bounds”, or “missing entity”.
Several other fixes and improvements; more details in the changelog below.
We wish you smooth sailing!
v0.10.5.0
Changes and additions: - Added gardening: four different growable plants that produce specialized fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub. - Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls. - New submarine, the heavy transportation ship R-29. Original design by "Rav2n". - Overhauled mudraptor: new sprites, more varied attacks and heavier armor. - Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel. - Added a verification prompt when trying to handcuff yourself. - The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug. - Added directional markers that show the locations of the interactable NPCs in outposts. - User's helm skill affects engine output. - The game is paused when the campaign map is open in the single player campaign. - The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer. - Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission. - The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from. - Wrecks are now properly initialized when spawned with "spawnsub" console command. - Readjusted the attacks for the Husk and the Humanhusk. - Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu. - Log when clients modify the properties of an item (e.g. light colors, signal component settings). - Allow selling items as long as their condition is over 90%. - ID cards can be sold (as long as they're not in the player's own ID card slot). - Disallowed selling items in equipment slots. - Added cancel button to the "reconnecting to server" message box. - DockingPort, Turret and LightComponent toggle connections ignore 0 signals. - Traitor victims get a message saying they were killed by a traitor. - Stack chat message popups when the chatbox is hidden instead of just showing one at a time. - Switches now have lights that indicate whether they're on or off. - Added "fuel_out" output to reactors. - Added "set_light" connection to turrets. - Made stun gun darts craftable from any type of wire. - Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module). - Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level. - Made togglehud command usable in the sub editor for nicer screenshots. - Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position. - Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely. - Fabricator continues fabricating when transitioning to a new level while it's running. - Hid movement orders from the contextual command interface when there are orders of another type available. - Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently. - Disabled automatic crew list sorting. The order now remains the same throughout the round. - Added a second previous order icon to the crew list. - Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'. - Increased sub editor auto save slots from one to 8 by default. - Made logbooks sellable. - Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons. - Hide campaign NPC icon when the NPC is dead or incapacitated. - Bots now prioritize stunning melee weapons based on their damage if they run out of battery. - Made antidotes cheaper and easier to fabricate. - Location reputations are shown when overing the cursor over a location in the campaign map screen.
Modding improvements and fixes: - The order of all installed mods (not just the enabled ones) is now saved into the config file. - Workshop mods can now be downloaded and installed automatically before joining a modded server. - Disabled the Executable content type due to issues with cross-platform support. - Fixed Unsubscribe button sometimes failing to delete mod content. - Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available. - Fixed a modding-related crash at startup. - Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks. - Fixed negative rotation speeds not working on decorative sprites. - Fixed ItemPrefabs loading after AfflictionPrefabs. - Previous enabled mods are restored when leaving a server. - Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example.
AI improvements: - Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs. - NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though. - NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target. - NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools. - Some adjustments to the logic on when a diving gear is required and when it's not. - Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room. - Bots should now avoid idling in flooding hulls even when they have proper equipment. - Medics don't anymore try to rescue targets that are fixing leaks. - Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed. - Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo. - Bots don't try to move while grabbed by a friendly character. - Bots now detect and ignore leaks that other bots are targeting. - Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding. - All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually. - Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue). - Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water. - Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character. - Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around.
Bugfixes: - Fixed items that are added outside hulls not getting saved in the sub editor. - Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking. - Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying. - Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round. - Fixed dedicaters servers not setting a play style. - Fixed servers with no play style showing up as "Serious". - Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately. - Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client. - Fixed broken junction boxes carrying signals from other junction boxes. - Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations. - Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save. - Fixed submarine voting not working in the server lobby. - Fixed outpost events repeating more often than they should. - Fixed dedicated servers always being public. - Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode. - Made endpoint checks in the banlist more robust. - Certain audio errors no longer crash the game. - More Fabricator syncing fixes. - Fixed molochs bleeding when they take any damage on the brain/main body. - Fixed attacks never being able to do more than 100 hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages. - Fixed bots failing to get an item if their inventory is full. - Fixed bots sometimes running towards a wall after extinguishing fires. - Fixed Husks trying to target floors/ceilings. - Fixed the security not reacting when being attacked by a friendly character with the husk stinger. - Fixed the Husk infection not progressing properly in multiplayer (#3673.) - Fixed taking more husk damage reducing the Husk infection when its strength was higher than 50 (#3673). - Fixed creatures in the group "human" not being considered friendly, which prevented creating friendly non-human characters. - Fixed bots not always prioritizing the selected (contextual) targets first when ordered. - Fixed incorrect priority calculations for repair objectives that causes bots to make weird decisions on what to repair. - Fixed latched monsters ignoring decoys. Also changed the latching logic a bit, which has some minor implications on the gameplay. - Fixed a crash when "money" cheat command was used used in the main menu. - Fixed bots suffocating in diving suits, because they were unable to take the suit off when they should. (#3333) - Fixed bots sometimes being unable to hit with melee weapons, especially in the "arrest" mode or when the target is down. - Fixed bots sometimes getting stuck when they are fixing leaks while they are a bit too far from the target. - Fixed bots insisting on equipping the diving suit before accessing Kastrull's drone. - Fixed bots rapidly turning left and right when they are positioned between a wall and another bot in the idle state. - Fixed one of the Thalamus spawn organs always dying because the hull was not flooding in Wreck1. - Fixed bots failing to take account all the items in the inventory. Addresses cases where bots are confused because there are some empty/broken items and some full/functional items in their inventory. - Fixed bots getting stuck in the find safety state when they can't find any safe hull (e.g. all the hulls are flooding and they don't have a suit). - Fixed bots avoiding lethal pressure in some cases even when they have a diving suit. - Fixed bots being unable to get the diving gear when some of the hulls in the path are flooding. - Fixed bots failing to switch oxygen tanks when the tanks are empty. They don't yet know how to use the oxygen generator for refilling the tanks (coming later). - Fixed many AI objectives not resetting properly, causing many separate issues. - Fixed bots trying to use stabilozine to treat internal damage even though it only treats poisonings. - Incapacitated bots now forget what they were doing. Fixes bots shooting at the player when revived after being shot by the player. - Fixes and improvements on NPC/bot reactions when being attacked by the player. - Fixed the devotion not working right for the subobjectives of looping objectives. Should fix cases where the bots keep switching repair/fix targets, resulting in looping walking behavior. - Fixed coils not triggering in some alien ruin rooms. - Fixed misaligned oxygen tanks in the oxygen generator. - Fixed misaligned railgun shells being in the single loaders. - Fixed explosives not triggering inside depth charges. - Fixed damage modifiers overriding each other instead of stacking, causing some protective items to make the characters less protected. - Fixed skill checks in the "sound in the vent", "mediator" and "big brother" events always failing. - Fixed conversation prompt staying open after finishing either of the "Mike the Idiot" events. - Fixed attacks never being able to do more than 100 units of damage per affliction, making some weapons less effective than they should be. - Fixed inability to override item assemblies with mods. - Fixed items contained inside another item in an item assembly not getting saved in the sub editor. - Fixed links between entities not getting saved in item assemblies, causing doors to create a duplicate gap when the assembly is placed. - Fixed stabbing with a syringe bypassing the medical skill check. - Fixed piercing coilgun bolts going through level walls. - Fixed particles sometimes going through walls (example case: Typhon's ballast pumps). - Fixed SMG magazines always spawning a bullet at the start of a round even if there's already one inside the mag. - Fixed respawn shuttle sometimes spawning with upwards velocity. - Fixed mining outposts sometimes failing to generate, causing the game to use one of the old pre-built outposts as a fallback. - Fixed "acid party" traitor mission causing a crash if there's only one player on the server. - Fixed ruins sometimes spawning close to the beginning/end of the level, blocking the way to the outpost. - Fixed crew members that have been removed during the round (e.g. despawning, turning into a husk) reappearing on the next round. - Fixed round summary displaying "new hire" instead of the status of recently hired characters who've died during the round. - Fixed monsters often spawning behind the submarine even if there are valid spawnpoint ahead of it. - Fixed duct blocks in vanilla subs being repairable with a welding tool instead of a wrench. - Fixed giveperm, revokeperm, giverank, givecommandperm and revokecommandperm not working when executed on a player with spaces in their name by a client. - Fixed occasional crashes at the end of the round due to a race condition where SteamManager tries to check for damaged walls while the sub is being unloaded. - Fixed mudraptor eggs never hatching. - Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer. - Fixed the contextual repair order being shown even if the item was not in need of repair. - Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round. - Fixed inability to give Operate Weapons order when there's only 1 turret. - Fixed store total not updating properly when location reputation changes. - Fixed bots not being able to reach leaks that are behind intact walls. - Fixed pause menu staying open when clicking "Save and quit" in an outpost level. - Fixed all saves getting hidden from the "load game" menu when deleting a save. - Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory. - Fixed a crash when taking control of a previously player-controlled character that has turned into husk. - Fixed attacks working unreliably when controlling a monster in multiplayer. - Fixed grenade launcher's muzzle flash causing items' OnFire effects to trigger. - Fixed clicking on the job name not selecting the job as a preference. - Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended. - Fixed "sound in the vent" and "giving directions" events not giving any rewards. - Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost. - Fixed characters not getting stunned when failing to repair an oxygen generator. - Fixed missing fire extinguisher in securitymodule_03. - Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and 02. - Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu. - Fixed monster attacks not working inside ruins. - Fixed doors not working in AlienDoorAssembly2. - Fixed ability to link hulls to each other multiple times. - Fixed bots triggering the campaign map by undocking from outposts. - Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it). - Bots don't try to power up the reactor unless ordered to in outposts. - Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory). - Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter. - Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption. - Fixed incorrect diving suit deconstruction recipe. - Fixed faraday artifact not playing the explosion effect in multiplayer. - Fixed ability to bypass vote kicks by changing your name before you get kicked. - Fixed killing a character with morbusine not unlocking the "Poisoner" achievement. - Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement. - Fixed Berilia's and Typhon's docking ports not being connected to the power grid. - Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox). - Fixed sonar beacon staying active after running out of battery. - Fixed stationary batteries being able to provide power when broken. - Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer. - Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save. - Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely. - Fixed names not being color coded according to job in the server lobby when a round is running. - Fixed non-mission artifacts sometimes spawning inside level walls. - Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range). - Fixed handcuffs becoming unequipped client-side on successive campaign rounds. - Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine. - Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction. - Fixed crashing if a turret receives a NaN signal in the position_in connection. - Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item. - Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows). - Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package. - Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized. - Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver. - Fixed particles not being emitted when cutting ores. - Fixed unwired lamp in EngineeringModule_01. - Fixed tunnel background being interactable in ResearchModule_02. - Fixed inability to interact with hidden linked containers in multiplayer. - Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign. - Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign. - Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox). - Fixed rejoining clients not gaining control of their previous character if they've changed their name. - Fixed healthbar being positioned incorrectly on large resolutions. - Fixed fabricator's hover text saying it's repairable with a screwdriver. - Fixed last hit from a stun baton doing nothing. - Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them. - More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa. - More reliable memory component and text display syncing. - Fixed events that require a specific item not taking items in subinventories into account. - Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money. - Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt. - Fixed events that increase the medical skill giving the character a duplicate medical skill entry. - Fixed light sprites not rotating when rotating an item. - Fixed contained items not rotating when the container is rotated. - Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key. - Fixed XP popups not showing up in multiplayer. - Shuttle batteries can't be damaged by explosions because they can't be repaired. - Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup. - Fixed mission notification appearing in front of the round summary. - Fixed crawler walking/running animations when the creature is facing left. - Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist.
We’re happy to tell you the whole team has finished their summer holidays and we’re now all back at work on Barotrauma’s next update. It’s going to be a fairly small update, with a focus on fixing bugs and other issues, but it will also bring a couple of new additions to the game. The update is scheduled for release later this month; more details a little later!
Our guides have moved
We decided to move our official guides and last year’s Halloween mod under our new official studio account. Here are links so you can find the guides in their new locations!
As always, you can find some more greetings on our blog. That’s all this time – we look forward to telling you more about what’s coming in Barotrauma’s development as we head into the new season!
The New Frontiers update has now been released. Please be sure to update your game to be able to join and host multiplayer games, check this earlier post for a summary of the update and see the full changelog below.
We hope you enjoy this update, our biggest so far, and we look forward to hearing your thoughts about it! We’re going to take some time off soon and may be a little slow to respond to comments in the coming weeks, but we are eager to read what you write.
v0.10.4.0
Improved campaign mode: - Explorable, procedurally generated outposts. - Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu. - Multi-step, branching scripted events in outposts. - A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you. - Items can now be sold in outposts. - Persistent bots in multiplayer campaign. - Bots can be hired in multiplayer campaign. - New campaign map. - The end location is now reachable (do note that the ending is still not completely final). - Submarines can be upgraded: for example, you can increase the durability of the walls and make devices more powerful, less prone to malfunctions or less power-hungry. - Submarines can be purchased and switched during the campaign. - Improved end-of-round summary.
Miscellaneous changes and additions: - Overhauled most structure and item sprites to make the artstyle more consistent. - Balanced economy (item prices, hiring costs). - The currency is now called the Europan Mark instead of credits. - 4 new background music tracks. - Tons of new decorative items and structures. - Sittable chairs. - Allow characters to hear messages sent through the radio when within speaking range of the speaker, even if the characters don't have functional headsets. - Made organ damage non-limb-specific. - Hostile bots now take stunning into account when evaluating the weapons. I.e. switch from stun baton to diving knife if the target is stunned and back to stun baton if it's not. - Sodium and lithium explode in water. - Item sprites can be rotated in the sub editor. - Purchased adrenaline glands spawn in crates. - Allow changing audio output device in the game settings. - Added "Is On" property to pumps to make them easier to turn on in the sub editor. - Tuned difficulty of level events, now with a less severe difficulty curve and more account taken of intensity. - Numerous quality of life and visual improvements for stock subs. - Mission specific creature variants. - Node based event editor. - Crawlers tuned to be considerably more dangerous. - General creature balance improvements. - Creatures avoid targeting the same targets as other characters of the same swarm/type. Should considerably reduce the "stacking", where multiple creatures attack exactly the same target. - Bots can rescue/heal targets when they are inside wrecks/outposts.They are not allowed to switch submarines during the objective. - Molochs' skirts are now fully severable and collide with the sub instead of floating through the walls. - Grenades and syringe guns can be put inside toolboxes. - Headsets no longer consume battery power. - Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance. - Alarm buzzers and sirens turn off if they're deattached and picked up. - Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials.
Bugfixes: - Steam networking fixes and additional logging to address issues with some clients being unable to join servers. - Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives. - Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged. - Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting. - Fixed item highlights being visible in the generated sub preview images. - Fixed cargo spawning partially inside walls in Azimuth. - Fixed ragdoll going crazy when trying to run a wire past the maximum length. - Fixed LOS effect "twitching" when the cursor is close to the character's position. - Fixed handheld sonar pinging and quickly draining the battery when holding E. - Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor. - Fixed sub editor's entity list resetting when pressing esc. - Fixed reactors degrading all the way to 0% condition and exploding when submerged. - Fixed dumptofile command not including error messages. - Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory. - Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins). - Fixed audio staying disabled when disconnecting and reconnecting the audio device. - Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round. - Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface. - Avoid giving different campaign locations the same name. - Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier. - Fixed bots getting stuck in broken hatches when they climb in ladders. - Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button. - Fixed OnActive StatusEffects not working on Vent components. - Fixed characters not getting slowed down when walking/running in a partially flooded hull. - Fixed SmokeDetector's Output and FalseOutput properties doing nothing. - Fixed characters being able to play instruments while stunned. - Attempt to fix the game process sometimes staying active after the game is closed. - Fixed favorite and recent server queries causing errors if there's a very high number of them. - Fixed audio not working on some systems. - Fixed "kill" not being marked as a cheat command. - Added a missing platform to Wreck1. - Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox). - Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor).
The New Frontiers update, the biggest Barotrauma update so far, is just around the corner now. Multiple aspects of the game have been improved to create a real sense of progression, particularly in the campaign game mode – read more about all that below, and more on our blog!
Outposts, the start and end point of a mission, become physically explorable locations that replace the old campaign menu as the trading, crew hiring and service buying hub. The new outposts come with autonomous AI inhabitants as well as randomized events that bolster lore and even directly affect gameplay.
Submarines become a new key component of campaign progression: you'll start with a modest boat and be able to upgrade its hulls and machinery as you progress in the campaign. Better vessels will also become available for purchase later down the line. All submarine progression improvements apply to player-made submarines as well, so you’ll be able to experience the campaign as it was intended even if you prefer to ride custom subs.
The AI crewmates are no longer randomized between campaign missions, making them another integral part of your crew's progress: it's going to hurt to lose a bot you paid good money for and then trained for five rounds. The AI itself has received some improvements too, as it does with every update.
The in-game economy has been improved in many ways, from allowing the player to sell items for profit to balancing prices and item availability at different locations.
The campaign map has been overhauled completely and the campaign endgame location is now accessible, with a work-in-progress ending implemented.
The update also contains a visual overhaul that touches on about half of all the sprites in the game, and we’ve taken a look at the difficulty settings to smooth out some of the worst spikes. Let us know how it plays!
All multiplayer campaign improvements also directly benefit singleplayer campaign, so the New Frontiers update should make Barotrauma more appealing to the solo player as well. This is the beginning of our planned campaign overhaul, with tons of content additions and many other improvements to follow as we approach full release.
Stay tuned – the New Frontiers update is scheduled for next week!
Besides outposts, the next major update is going to contain many other new additions too. We wrote more on the blog about them for you to read, and here are some highlights:
Once outposts become explorable, all trading options will be moved inside outposts. That means, out with the old campaign map and store interface, in with new NPC interactions!
With the overhauled store system, it will become possible to also sell items, not just buy them.
And finally, in addition to buying items, you will be able to…
Buy submarines and submarine upgrades
To make campaign progression more interesting and rewarding, you will be able to improve your submarine as well as buy new subs as you advance in the campaign. The upgrading system will also work with custom subs, so be it a vanilla boat or a player-made one, you can upgrade the hull and the devices within to match your progress in the game.
Sub upgrades tie in with the improved economy system where buying and selling prices vary between different outposts and will even be affected by your actions in the game. Together with all the other things in the new outposts, we hope this will bring some nice additional depth to Barotrauma!
What else is new
The upcoming campaign update will also include a visual overhaul. This art unification pass has been in the making for some time, and we’ve now confirmed it will be released with the next major update.
Don’t 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!
Today marks one year since we started Barotrauma’s early access on Steam. We’re so happy with how far the game has come since then, and even happier to have had so many people join us on our early access journey. Thank you for being with us and helping us make Barotrauma the best game it can be!
Your feedback and encouragement throughout this year make us look forward to the road still ahead of us – the campaign update is getting closer and closer, and we can’t wait to hear how you like it. The most eager bug hunters can now access the first, very rough version of the campaign update in the public unstable version, so you can even give us advance feedback.
We wrote a little bit more on our blog about the road so far as well as what’s coming next – take a look here and have a great weekend, whoever and wherever you are!
Time for a minor update – with a changelog longer than that of the latest major update. Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that we’re releasing next.
Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents:
Two new moloch variations: the black moloch and the moloch pupa. We hope you find both of them terrifying in their own right!
Dismembering of non-human living creatures. Because death was not gruesome enough before!
Texture compression to make the game run a little better on low-end GPUs.
New music tracks – just because it’s underwater doesn’t mean it should all be constant monotonous droning. These new tracks and a couple of others have now also been added to our Supporter Pack.
Besides these, there’s 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.
To make the most of the Rusted Remnants update and everyone’s spare time, our Discord community members are throwing an event – a wreck-designing competition!
The event is hosted and judged by our community experts, with everyone in our server getting a chance to vote for their favourite design a few weeks from now. We from the developer team are supporting the competition with some prizes, one for the “judges’ pick” and the “public favourite” each.
The competition starts now, and contestants have until June 12 to submit their designs, after which judging will take place. More information, help and submission guidelines can be found in our Discord server, https://discord.com/invite/undertow – welcome!
The campaign update is looming in the not-so-distant horizon now, so let’s take a closer look at one of its key ingredients: explorable outposts.
Walk around inside outposts and talk to NPCs to get missions and buy and sell items. The current campaign menu is going to be entirely replaced with real walkable locations.
Outposts are procedurally generated from parts made with the in-game Submarine Editor, which means you can even make your own! Pre-existing custom stations will also continue to work after the campaign update.
Introducing new scripted events that affect you on your journey. Much more complex than the events currently in the game, these will also be made available for modding in .xml.
Different types of outposts each get a distinct look and different contents. The map evolves as you pass through it, and with the campaign update, you can finally see these changes in the outposts you enter.
Physical outposts are possibly the single biggest functional change Barotrauma is going to see during its Early Access period, so we’re both excited and terrified to be so close to releasing them – as minimum viable versions, first, but still – this summer.
Before that, we’re releasing a smaller update with some fixes and molochs! Stay tuned, and read more about outposts on our blog.