The next Barotrauma update is getting closer, but before we get into the upcoming new content, we wanted to write a bit about something else. Tomorrow marks the 2nd anniversary of our Steam release, and looking back at the past year, we’re once again both amazed and grateful to see how far we’ve gotten and how many new submariners have joined us on our journey. Thank you to everyone who’s been with us and helped the game grow into what it is today!
We feel the game and the community have taken a big leap forwards since the last anniversary: we’ve introduced some big, long-awaited features such as the explorable outposts, caves, the Abyss monsters from the legacy version, and too many smaller improvements and additions to count. Our player base has also more than doubled in size since last June!
In our new blog post we talk a bit more about our journey so far, including some of the highlights and challenges we’ve faced during the game’s development and Early Access period. Take a look here, and have a great weekend!
We've just released a patch to address issues in the latest update. Notably, issues with submarine speed and maintain position, joining modded servers and voice chat quality should now be fixed. Please be sure to update your game, and see the full changelog below.
A note about updating mods: Unfortunately, there may still be some issues with mods. If a mod fails to update automatically, please head to the in-game Steam Workshop menu and click "reinstall" next to the mod in question. If players who try to join your server get errors about mismatching mods, then you as the host may also need to reinstall mods in this way to make sure they're up to date.
v0.13.3.11
Changes: - Adjusted autopilot logic to make it better at keeping the sub afloat when there's extra water on board. The maximum velocity of the autopilot is limited, which previously prevented it from emptying the ballast fully. Now it's only limited if the submarine is heading in the correct direction with enough speed, so if the sub starts sinking due to extra water, the autopilot can compensate and fully empty the ballast. - Made large monsters immune to sufforin.
Fixes: - Fixes to issues that prevented mods installed from the Workshop from getting automatically updated and caused errors when trying to join modded servers. - Fixed an issue in the voice chat that caused audio crackling when multiple people were speaking at the same time. - Fixed inability to drag players who've ragdolled themselves with space bar. - Fixed certain submarines spawning with a non-neutral ballast level (Kastrull seems to have been the only affected vanilla submarine). Happened because the game would determine the neutral ballast level from the first nav terminal it finds in the sub, without checking whether that terminal controls a shuttle or the sub itself. - Fixed explosions using wall damage value instead of level wall damage when the explosion happens outside a level wall. - Fixed inability to place oxygenite tanks in oxygen tank shelves. - Fixed crashing when a bot tries to find a diving suit inside ruins. - Fixed minor wall draw order issue in Orca's top deck. - Fixed bots trying to treat nausea even though the only cure for it is to wait it out. - Fixed status monitor being messed up on mirrored subs that contain shuttles. - Fixed railgun payloads not exploding. - Fixed server sometimes assigning players who haven't set any job preferences as the captain, even if someone else wants to be the captain. - Fixed ancient weapon propelling the character in an incorrect direction when using it underwater. - Fixed sonar beacons not appearing on the sonar in the sub editor's test mode. - Fixed "easterbunny" traitor mission failing after the mudraptor hatches. - Fixed "changes to your character will be applied after the round ends" texts getting drawn behind the tab menu elements. - Fixed "IsToggle" setting not working on periscopes. - Fixed "Praise the Honkmother" mission being impossible to complete because it required more items to be delivered than the crate contains. - Fixed humanhusk's inventory not being visible while controlling one. - Fixed sub editor's entity list getting cleared when changing the entity category while a container/cabinet is selected. - Fixed items that have been edited in the sub editor (e.g. recolored clothing) reverting back to default when starting a new campaign round while the item is in a character's inventory. - Fixed clicking on command interface nodes crashing the game if the key is rebound to primary mouse button. - Fixed tiling issues in some of the legacy background wall sprites. - Fixed Spinelings attacking Leucocytes. Spinelings should avoid Leucocytes if they get close. - Fixed "beacon station" text and "generating preview..." in the submarine preview window not being translated when playing in a language other than English.
Modding: - Fixed console errors when a character with no gender tries to wear clothing that only has separate male and female sprites. - Fixed crashing if the current style doesn't define a saving indicator. - Fixed inability to load ragdoll/animation definitions from mods that override a character. - Fixed ClearTagAction not properly clearing all the tags assigned by a scripted event.
The Embrace the Abyss update has just been released. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and venture into the game now to find…
Abyss monsters.
New campaign features – side missions as world events, gate locations, optional radiation, and more!
Abandoned outposts and related new missions.
Numerous quality of life changes and player experience improvements.
Please see this earlier post for a more detailed summary, and find the full changelog further down. We hope you enjoy this update!
v0.13.0.11
Campaign changes: - Replaced "Lair" locations with "hunting grounds" in the connections between levels. Inhabited locations next to hunting grounds have a chance of getting abandoned and habitation can't spread through those levels to adjacent locations. The hunting grounds can be cleared by killing a boss monster in the level. - Beacon stations are shown on the campaign map. - Visual changes to the map to make it a bit more intuitive. - When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission. - Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further. - Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome. - Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave.
Abyss: - Reintroduced Endworm and Charybdis. - Added floating islands that contain caves and rare minerals to the Abyss.
New player experience: - Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings. - Added text highlighting to mission descriptions. - Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s). - Changed the camera animation at the start of the campaign to show the entire outpost. - Display mission difficulty in the available missions list, the info tab, and the round summary. - Show an indicator when the campaign is saved.
Changes and additions: - Added abandoned outposts. - New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination. - Added entity subcategories to the submarine editor. - Added interactive submarine previews to the server lobby and "New Game" screen. - Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before. - Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough. - Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved. - Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits. - Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage. - Added black moloch mission variants. - Moloch's shell now always breaks when shot with a railgun. - Increased the audio ranges for Watcher and Hammerhead Matriarch. - Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode. - Recreated waypoints for the vanilla subs. - Bots can now be renamed through the outpost crew management interface. - Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them. - Added EMP effect to nuclear shells. Increased the damage a bit. - Added a right click context menu option to copy debug console errors to clipboard. - Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints. - Added multiple current orders: you can assign up to three simultaneous orders for characters and drag the icons to change their priority. - NPCs (non-bots) speak report related lines less than they used to. - The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale. - Reduced Moloch's bleeding reductions. - Trying to pick up a diving suit when you're already wearing one swaps the suits. - Made monster eggs glow to make them easier to spot in caves and abandoned outposts. - Exploding oxygen/fuel tanks don't make other tanks explode. - Added a delay to oxygen/fuel tank explosions. - Disconnect wires from beacon stations instead of deleting the wires completely. - The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20. - Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!). - Show whether a server is player-hosted or dedicated in the server list. - Show whether a server is public or private in the server lobby. - Added a server setting for locking all default wiring in subs. - Added favorite button to the server lobby. - Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method. - Disabled NPC conversations in sub editor test mode. - Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level. - The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor. - Stunning still works on friendly characters even if friendly fire has been disabled on a server. - Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around). - Made radiation sickness cause nausea. - Added a screen distortion effect for radiation sickness. - Added a checkbox to color component that toggles between RGBA and HSV input. - Fabricators now display remaining time when fabricating. - Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed. - Adjustments and fixes on the thresher attacks. - Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water. - Lower the overall damage of all the hatchlings. - Added a link to the wiki to the main menu. - Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full. - When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped. - The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab. - Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories. - Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones. - Restrict the length of the text that can be entered as a sonar beacon's sonar label.
Fixes: - Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion. - Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac. - Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems. - Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux. - Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client. - Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades). - Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots. - Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately. - Fixed turrets getting cropped by the "wikiimage" console command. - Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor. - Fixed ban list not displaying ban reasons or the duration of the ban. - Fixed items appearing misplaced when switching to the sub editor mid-round with console commands. - Fixed shuttles spawning undocked in certain custom subs (e.g. DOMA Prototype Mk 8). - Fixed "tried to add a dead character to CrewManager" console error when reviving a character who died of high pressure. - Fixed skill levels not getting updated in the "my character" tab mid-round. - Fixed clients not calculating eventmanager intensity, preventing any high-intensity tracks from playing in multiplayer. - Fixed campaign map being closed with RMB even if the user has inverted their mouse buttons. - Fixed damage sometimes desyncing when the sub hits walls/spires: happened because damage was also applied client-side, which sometimes caused the clients to damage walls that weren't actually hit server-side. - Fixed physics bodies between docking ports not getting mirrored in mirrored subs, sometimes causing impassable areas in spots where the docking port used to be. - Fixed status monitor in a docked shuttle sometimes not displaying the main sub. - Fixed campaign stores sometimes displaying prices for a previous location. - Fixed various scaling issues on higher resolutions. - Fixed monsters fluttering while pursuing other creatures. Only happened while swimming and was not notable on all monsters). - Fixed mouse cursor being switched to hand even when the spritesheet is not shown in the character editor. - Fixed monsters with low head/torso torques moving backwards when they try to turn around 180 degrees. - Fixed regular Moloch not bleeding correctly. - Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed. - Fixed ability to walk through the heavy doors in mining outposts. - Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round. - Fixed one of the engineer variants having too many items in the toolbelt. - Fixed "hide incompatible" checkbox in the server browser. - Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves). - Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol. - Fixed bots treating radiation sickness too eagerly (leading to wasted antirad). - Added missing platforms to abandoned outpost modules. - Fixed non-interactable items being counted as owned in the store interface. - Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist. - Fixed possible desync when multiple players use the crew management interface simultaneously. - Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed. - Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb. - Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable. - Fixed players getting prompted to download subs when the server has disabled file transfers. - Fixed command-spawned characters not getting the "job" tag on their id cards. - Fixed coilguns consuming ammo faster than they should when linked to multiple loaders. - Fixed wiring interface labels overlapping when using a high text scale. - Allow engine propellers to do damage inside the sub. - Fixed new lights being displayed as off in the sub editor until you toggle the lighting. - Fixed non-ruin artifacts sometimes spawning on top of the sub. - Fixed terminal's welcome message getting cleared when using the test mode in the sub editor. - Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking. - Fixed signal check components being unable to output whitespace. - Fixed inability to edit smoke detector's parameters in-game. - Fixed smoke detectors outputting empty signals. - Fixed "engineers are special" outpost event not giving a price discount. - Fixed clients being unable to vote for subs they don't have. - Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby. - Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost. - Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it. - Fixed gaps in the "backwall pipes" sprite. - Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting. - Fixed Kastrull's drone airlock not flooding correctly. - Replaced legacy small pumps with the new ones in Orca. - Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle. - Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0. - Fixed wall damage particles sometimes spawning at an incorrect position. - Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch. - Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes. - Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate. - Fixed non-repeatable outpost events starting to repeat once all of them have been triggered. - Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal). - Fixed Hammerhead Spawns not targeting decoys. - Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc. - Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449). - Fixed camera shaking/vibrating when moving at high speed. - Fixed monsters being able to attack through ruin walls. - Fixed overlapping vending machine and light switch in CrewModule_02. - Fixed respawn shuttle maintaining an incorrect position after getting dispatched. - Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes. - Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue. - Fixed resizable outpost hallway modules not having waypoints and thus causing navigation issues. - Fixed water particle effects not showing up when water flows between certain rooms in Remora. - Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something. - Fixed logbooks being empty in the wreck salvage missions.
Bots: - Bots now warn when you are running low / out of oxygen or welding fuel tanks, turret ammunition, or reactor fuel. - Bots no longer report dead monsters on the sonar. - Disabled the dialogue lines about not finding any targets for the given order, since they don't really improve the feedback. Instead they can give a wrong impression that the bot is not following the order when they actually are. - Bots no longer speak about not being able to reach the diving suit when they fail to get it because it was taken by someone else. They will target another suit like they used to. - Bots don't extinguish fires when there's ballast flora in the hull. - Bots only speak about getting attacked when attacked by players. Fixes security bots throwing ultimatums on other bots that accidentally damage them (e.g. while welding). - Bots that operate an item (reactor/turret) now drop the empty items on the floor instead of placing them back to a container. This saves time and the empty items should be taken care of by the idle bots. - Fixed bots not seeking more oxygen before the remaining oxygen level drops to zero when they already have diving gear equipped and when they are staying stationary, leading to suffocation when the bot is repairing/operating while already wearing the diving gear and running out of oxygen tanks. - Fixed bots trying to swap the oxygen tank too early when they are outside of the sub, which in some cases might lead to bugs where they try to get back inside the submarine. - Improved the feedback by adding dialogues for swapping the oxygen and for not being able to find more oxygen. - Fixed bots trying to return the diving suit when it's not a reasonable thing to do, but when they actually don't need it. - Fixed bots failing to swap an oxygen tank from a diving mask to a diving suit when both items are equipped. - Fixed bots getting confused when they have a mask without a valid oxygen tank inside it and when there's not enough oxygen in the room to be without the mask. - Bots now react faster in general to all enemies. - Bots now automatically attack enemies outside of the main sub, if they have a weapon. While docked to an enemy outpost or submarine, the "fight intruders" order now acts as an offensive order to attack the enemies on the connected submarine/outpost. - Fixed bots following the player when the player is controlling a monster. - You can now escape from NPCs by going far enough from them while they are pursuing you. - Fixed bots reacting to attackers that are outside of the submarine. - Fixed the "reportrange" parameter not working when the character is attacked. In practice only has effect on NPCs. - Fixed report icons being shown also for other teams instead of just one's own team. - Bots now target the closest limb instead of the main collider when they aim with the turret. With small creatures, this should now make any difference. With long creatures, it allows the bots to target the extremities of the body instead of always shooting at the main body. - Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders. - Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine. - Fixed bots having difficulties in leaving the ruins via gaps. - Allow bots to use gaps also to exit the sub, but only when following a player character. - Fixed bots always trying to reach the closest item even when it's unreachable. - Make bots find items faster. - Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow). - Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target. - Fixed multiple bots occasionally trying to operate the reactor at the same time. - Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers. - Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found. - Fixes and adjustments to security officer reactions for damage done by friendlies. - Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked. - Fixed bots taking items from fabricators and deconstructors. - Fixed bots saying "Can't reach target [name]".
Modding: - Fixed custom loading screen tips not showing up if the vanilla content package is enabled. - Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container. - The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multiplier to the actual impact, hence also the force applied on the attacking monster affects the final impact. - Explosions now have three new parameters: ignorecover, onlyinside, and onlyoutside. - Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting. - Fixed crashing when attempting to play a music clip that isn't a valid ogg file or if the file is not found. - Fixed crashing when trying to spawn a character variant with custom inventory contents. - Renamed the ai parameter "Threshold" as "DamageThreshold". - Replaced "spawndeep" with "abyss" spawn type (defined in random events). - New parameters StayInAbyss and StayInsideLevel that define the area where the creature tries to keep inside while not attacking. - The creature disable distance, which totally disables the creature, is now exposed in the character parameters. The distance for triggering simple physics, which disables all the limbs and keeps only the main collider updated, is half of this distance. Increased the default from 22 000 to 25 000 (pixels). - New attack pattern: Circle (around the target). Used by the abyss creatures. - The aim speed and accuracy of NPC characters can now be adjusted in the npc (spawn) definition. The Aim speed also affects melee attack speed. - Fixed OnSevered status effects launching also on the limb that the severed limb was attached to. - Added "bleedingnonstop" affliction, which is just the same as normal bleeding but it never wears off. - Added and option to target the last matching limb instead of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example. - Fixed hidden limbs not being ignored in many cases where they should, which potentially could cause issues with some custom monsters. - Added "bleedparticlemultiplier" parameter in character definition, which can be used to increase/decrease the general amount of bleeding for the character in question. - Added an option to always ignore an ai target if it's not inside the same sub as the character. - Attacks can now "blink" limbs when they attack (Endworm). Blinking is a generic way to rotate limbs so that they "animate" (see Watcher's eye). - Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis). - Turned IsTraitor into a property so it can be accessed by status effects. - Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects. - Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash. - Corpses don't spawn in wrecks that contain no waypoints/spawnpoints. - Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints. - Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well. - Fixed errors when trying to load a beacon station with no reactor. - Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level. - Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged. - Fixed crashing if you try to create a decal with incorrect casing. - Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml. - Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller. - Fixed explosions not damaging level walls if their structure damage is set to 0. - Fixed inability to load more than 5 wires per connection even if the connection is set to allow more. - Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to).
The next update, Embrace the Abyss, is coming next week. It’s a big update with a lot of additions to the campaign, new missions and monsters, as well as various changes to improve player experience; read more on our blog, and let us know what you’re looking forward to the most!
Improving new player experience
While Europa is unforgiving by its nature, we want to make Barotrauma a little less demanding to get the hang of. To this end, we’re adding…
Contextual hints about the game that are shown when you encounter certain things for the first time during a round.
More information in the info tab menu, and a new button for it to make the info tab easier to find.
Interactable, large submarine preview wherever you see a thumbnail image of a submarine in-game.
Mission difficulty indicators and boss creature health bars to help you pick your battles and win them too.
New campaign features
We’re adding more story features to the campaign, in the form of slowly creeping radiation. On the flipside, you will need to take some time to build a reputation and upgrade your sub to be able to move to new areas of the map. Radiation can be turned off in the game settings for a more sandboxy experience.
The update also introduces limited mid-round respawning for multiplayer campaigns, and side missions that are found as icons on the campaign map.
Abyss monsters
The update adds two deep sea monsters, the charybdis and the endworm, that only spawn in the abyss that is found below the normal level. The abyss itself has got a bit of a facelift, making it easier to access from all levels and adding mineral islands to make exploration more rewarding.
Abandoned outposts
Another major content addition are abandoned outposts: an outpost that is near monster hunting grounds may be taken over by outlaws and wildlife. New missions to clear out an abandoned outpost are being added too.
As always, the update will include numerous other fixes, additions and improvements. You can already see some of those on our Trello, and check out the full changelog when the update is released, next week!
Thank you for joining our free event last week. It was wonderful to see so many of you – we had record numbers of people online playing Barotrauma!
This week, it’s time to look at some more upcoming content additions. Read more on our blog, and let us know what you think about…
Endworm and Charybdis
The time has finally come to reintroduce two of the most sorely missed deep sea creatures that were in the game as placeholders in our earlier days in development.
The endworm and the charybdis both dwell in the Abyss, the deep dark part of Europa’s ocean that is found underneath every level. Both creatures are faster than a regular submarine, tough, and very large. They also emit sound, which you can both hear and see on your sonar display – use that to your advantage!
Besides these two creatures, we’re also adding abyss “islands”, floating land masses with caves and minerals, to make abyss exploration more interesting.
The endworm, charybdis and other abyss improvements will be included in the next update, coming later this month!
We are very excited to throw our first-ever play for free event. This is something we’ve seen a lot of interest in, so we hope many of those potential future Barotraumites who have been waiting for this opportunity notice: now and for the next 48 hours, you can download and play Barotrauma for free.
Together with the free event, we’ve also secured a discount period – for our deepest discount yet. That’s to say, if you want to keep playing Barotrauma following your free trial, you can now get it for 55% off.
Without further ado, welcome to Europa! We hope you enjoy your stay.
P.S. Curious to see what you can look forward to with our game? Take a look at this feature sneak peek from last Friday for the latest glimpse into our development plans. The next major update is coming in about one month.
The next major update is getting closer, and it’s time to introduce some more new features that are coming. Take a look on our blog for some more details about the…
Shrinking campaign map
As the radiation from outside Europa’s icy crust reaches ever deeper into the ocean where we all sail, we must keep moving. The next update will introduce a slowly progressing wall of radiation that destroys everything in its path and pushes the player onwards, into new areas of the map.
While the shrinking map feature will be made optional, we are excited to bring this new expression of lore straight into the campaign map. We hope you will try it out and let us know if you like it!
Reputation and respawning in campaigns
We’re also making reputation a more significant factor in your campaigns: to be able to progress to a new part of the map, you will need to meet reputation requirements at certain points in your journey… or be able to pay for your passage. Time to complete missions to make a name for yourself, or to earn some coin!
Finally, the next update will add the possibility of respawning mid-round even in the campaign game mode. There will be a slight temporary penalty to your stats when you do this, but it should make it a lot easier to get into an in-progress game and cut back on waiting times in campaign servers. We hope you like it!
We’re busy at work on the next major update, and one of the new features it will include is…
Abandoned outposts
The world of Barotrauma changes according to what you do or don’t do in it, and a location that is next to monster hunting grounds may become abandoned by its usual inhabitants. Then it will be your job to find and enter the affected outpost and evict whatever has made itself at home inside:
Hunt down monsters and destroy their nests, or
Deal with squatting outlaws and dispose of their leader, or
Deal with outlaws and make sure they don’t come back later – destroy the station reactor for good measure.
Get out alive.
What do you think? You can get a more atmospheric glimpse of what’s to come on our blog. Stay tuned – this update is planned to be released towards the end of April, and we’ll write more about other new additions over the coming weeks!
- Fixed inability to permanently ban players who are currently in the server. - Fixed scrap items failing to load in saves done prior to v0.12. - Fixed bandage/plastiseal crafting exploit. - Fixed crashing if a bot tries to operate a turret that's linked to some other item than a loader.
The first update of the year, a small update that focuses on more cave content and various improvements, has just been released. As always, please be sure to update your game to the latest version to be able to host and join servers. Find the full list of changes further below, and here are the highlights:
More cave variety – explore Forest caves, Mushroom caves, and Bioluminescent caves. These new cave types will be found in the later biomes, starting from the Europan Ridge.
New cave hazards – prepare to deal with vines, gas vents, ice shards and other such dangers as you venture into caves.
Newborn “hatchling” variants of three monsters – the mudraptor, the thresher and the crawler now have juvenile variants.
The glowstick – this new kind of flare will come in handy on cave exploration trips.
Sleeping in beds – this highly requested improvement isn’t just cosmetic, it also heals injuries slowly over time.
Item stacking – now you can carry several of the same type of item in a single inventory slot to make inventory management, medical treatment and crafting more straightforward.
Outpost store improvements – more variety and better deals with Daily Specials and Requested Goods.
Font scaling – this has been requested time and again by those who play on bigger screens, and now you’ll be able to adjust text size to fit your needs better!
New character variants enabled for modding – make custom monsters more quickly in .xml, the same way we made the new hatchling variants.
PLEASE NOTE: With this update, submarines that you’ve automatically downloaded when joining other people’s servers will no longer be permanently stored on your computer. If you want to keep some subs you have downloaded from servers before, please back them up before launching the game – you can find your downloaded subs in the game’s local files, in the "Submarines/Downloaded" folder. This change does not affect your own campaigns or custom submarines you’ve downloaded for yourself from Steam Workshop, and backing up your subs is not necessary to continue playing.
We hope you enjoy the update!
v0.12.0.2
Cave improvements: - New cave types and improvements to cave sprites. - New cave hazards: exploding mushrooms, gas vents that drain oxygen and fuel tanks, sharp crystals that inflict bleeding and lacerations, hallucination-inducing plants. - Made the caves more narrow. - Position caves and ruins closer to the main path so the players won't have to swim hundreds of meters just to get to the entrance. - Completing a nest mission turns adjacent empty locations to "Explored". - Monster spawns are delayed up to a certain limit when most of the human players are exploring a ruin, wreck or a cave. - Show a sonar marker at the cave's entrance in nest missions. - Added some nest-specific level objects.
Additions and changes: - Implemented stacking small items. - Decreased toolbelt capacity to 6 slots. - Rebalanced level events to have a better difficulty curve. - Further improvements and balancing to the way locations change to other types of locations. - The owner of a duffel bag is shown when hovering the cursor over one. - Increased vanilla drones' range to 400 m. - Nerfed stunning. The effect is now incremental: for example, a few hits from a stun baton only slows the target down, but a full stun requires several hits. - Allow laying on beds. - Added mudraptor, thresher and crawler hatchlings. - Removed vision obstructing effects from diving mask and diving suit. - Added "quickstart" console command. - Added "setfreecamspeed" console command. - Zoom more slowly when holding Ctrl in freecam. The speed can be adjusted with the "camerasettings" command. - Added "CauseSpeechImpediment" attribute to afflictions that stops huskaffliction from causing a speech impediment when set to false. - Added "sendmessages" attribute to affliction prefabs. When set to false it prevents husk affliction from sending messages on the screen. - Increased the steps in the aim assist slider to make it possible to set it more precisely (there's a big difference between 0% and 10%). - Show a "waiting for the campaign to start" text for clients without campaign management permissions in the game mode panel when campaign is being set up. - Disable all the non-campaign-related elements in the server lobby when a campaign or campaign setup is active. - Added some diving suits to outpost modules. - Made engine's propeller damage indicator in the sub editor match the damage radius. - Invert nav terminal velocity_x output and applied engine force for flipped subs. This should make it so that the sub will go forward when the engine is in "forward" state, instead of going to the right which is the default forward direction. - Made cabinets waterproof. - Nav terminals display a warning then the autopilot detects an ice spire. - Modified oxygen tank, welding fuel tank, underwater scooter and duffel bag densities (they don't sink or ascend as quickly as they used to). - Reduced skill requirements for rewiring. - Restrict Concat Component's output length. - Welding tools can now be used to destroy ballast flora. - Made floating ice chunks easier to destroy. - Ballast flora can be damaged by explosions and tools even when it's submerged. - Select the items/structures in an assembly when placing one in the sub editor. - Fertilizer no longer increases water consumption on plants. - Replaced fuel rods for uranium in fertilizer recipes. - Allow adjusting sound volumes at 1% increments. - Allow opening Command Interface's manual assignment when using hotkeys or "clickless" mode. Can be done by holding Shift (same key used to open the contextual interface) when navigating to the assignment phase. - Added new editable property "NonPlayerTeamInteractable" for Items. Prevents players or the bots in their crew from interacting with the item, but still allows outpost NPCs to interact with it. - Made outpost reactors non-interactable for player team characters. - Monsters can spawn at both sides of the level during PvP missions, as opposed to always spawning near the sub on the left. - Disable trying to edit human heads in the character editor, because it would break. - Monsters can now use doors for fleeing and they should be able to break doors that are in the way to the escape target. However, if the target they are fleeing from is in the same room, they still "panic" and just try to run away from the target. - Previously the swimming speed of monsters was halved. Now it's clamped. This fixes slow monsters like husk swimming really slow inside the submarine, but it also affects the others. - Added a diving knife in one of the security item sets, so that the security officers always have a lethal weapon and won't have to keep bashing the creatures with a stun baton. - Added a medic crate for medical items that are bought from an outpost. Previously the medical items were spawned inside a chemical crate. - Changed the sounds heard in psychosis depending on whether the character is inside or outside of a submarine. - Husks can now operate doors and hatches. They can also climb ladders and break doors, which they can't open. - Added ability to set custom background images in sub editor. - Added a checkbox to skip localization to item labels. - Made changes to ignore icon visibility: they can now be seen from further and won't fade out when you move close to them. - Made item selling prices adjust based on the store balance: as the store balance decreases, the store will offer less for the items you are selling. - Added "wikiimage_character" command, which generates an isolated image of the currently controlled character. - Added "wikiimage_sub" command, which generates an isolated image of the currently loaded submarine. - Renamed memory component's "signal_store" input as "lock_state". - Added visual snap grid into submarine editor and "togglegrid" console command to toggle it. - Relay's toggle input ignores "0" signals. - Only allow attaching one wire to a reactor's power_out connection, because more leads to power issues. - Made motion sensor's IgnoreDead, Offset and Target properties editable in-game. - Entering the sub while docked to an outpost doesn't make the music switch from an outpost track to a normal one. - Restricted pet name tag to 32 characters. - Instead of a static starting wallet of 2500 marks, the players get 8500 minus the price of the starting sub. - Replaced existing skill progression feedback with skill increase popups. - Added new music track, "Extraterrestrial Broadcast". - Fruits now float on water. - Added a HSV color picker in sub editor that can be accessed by clicking the small color preview rectangle in the property editor. - Ctrl+V keybind in sub editor now pastes on the position of your cursor instead of at the center of the screen. - Holding Alt and dragging the mouse now brings up a measuring tape in sub editor. - Added "bindkey", "unbindkey" and "savebinds" console commands that can be used to assign console commands to keys. - Disabled hotbar slot keybinds when holding the Windows Key on Linux. - Allow banning players who've left the server by clicking on their name in the crew list or server log. - Husks now ignore incapacitated characters. They also know how to crouch to reach stunned/ragdolled characters lying on the floor. - Improved the waypoint generator. - Added store-specific Daily Specials and Requested Goods that change as the game progresses: Daily Specials are cheaper to buy and Requested Goods are more profitable to sell. - Added store-specific price variance: every store has its own small price factor that affects all item prices. - Hammerhead spawns are no longer afraid of being shot with sub's turrets. They also try to get in more aggressively. - Readjusted the flame particle positions on the welding tool and the plasma cutter. - Lowered the electrical skill required for wiring oxygen tank shelves and diving suit lockers. - Mission cargo items are now marked with the red hand item. Taking them is considered stealing. - Added glowsticks. - Added an option to change the text scale. - Show cave entrance markers on the sonar during mineral missions.
Bots: - Bots report ballast flora when they see it. - Bots operating turrets now report what they see. They also call "firing" a bit less frequently. - Bots using a coilgun/railgun report which kind of enemies they see. - Fixed medics sometimes not letting go of the character they're treating after running out of medical items. - Fixed medics not ignoring targets that they can't heal, because they don't have the items for it, which caused the medics to be trapped in a looping behavior. - Outpost NPCs can arrest or kill players who try to cause leaks in the outpost. - Changes to how the bots operate repair tools, so that they won't fail so easily when the water forces kick in. - Bots (only the crew) now tolerate a bit more damage from repair tools before reacting. - Bots should now properly respect ignored targets also when they are already targeting the item when you tell them to ignore it. - Fixed bots not equipping diving gear when the oxygen level is low and there is no leaks/water in the hull, causing them to suffocate. - Fixed bots "forgetting" autonomous operate (operate reactor or steer) orders if the objectives happen to fail. - Fixed bots sometimes incorrectly abandoning a movement objective, when the path requires a diving gear. - Bots should now know how to get back inside through gaps in the hull. - Fixed NPCs not being able to repower the reactor if the player somehow manages to unpower it. - Bots now run when they are ordered to clean up things. - Bots now ignore mudraptor eggs (to not foil your evil plans by cleaning them up). - AI Pathing: Fixed a huge penalty given to stairs causing characters to choose weird paths to avoid stairs. - Fixed bots running towards a door when they can't find a path while following a target, which was not the intended behavior. The bots should now stop moving and wait in place instead. - Fixed docking port not always being properly connected to a door, causing a missing link between the waypoints and making it impossible for the bots to access the port on some subs. The accepted distance is now relative to the docking port's sprite's height so that all doors inside the sprite should be treated as close enough. Additionally you can manually link a door to a docking port in the sub editor. - Fixed bots thinking that they need a diving suit to access certain drones/airlocks on subs that the creator haven't manually removed the waypoints on the ladders outside the airlock door. There's no need to remove those waypoints anymore, although it shouldn't matter if you do. - Bots should now always heal players when ordered to. They still use a threshold for targeting other bots, but it's now slightly higher (90 instead of 85). This only applies when the bots are ordered, not when they act on their own. - Bots now speak about not having any targets after a 3 sec delay. Fixes bots sometimes complaining that there's no targets even when there are. - Fixed bots not properly ignoring non-interactable containers. - Fixed bots dropping off from ladders when they first try to go up using a ladder and then down using another ladder right next to the first ladder. Happened especially in Kastrull. - Fixed bots taking items from mission cargo containers (e.g. clean up or rescue). - Fixed bots not properly checking the line of sight while trying to extinguish fires. - Bots don't anymore drop empty oxygen tanks in the sea, if they have room in the inventory. - Bots should now take oxygen tanks with less than 80% either to an oxygen generator or an oxygen tank shelf. Secondary places for non-empty tanks are the diving and the supply cabinets. - Bots should now take battery cells with less than 80% to a battery or charging dock (added "batterycellrecharger" tag for these items). - Bots don't yell anymore that they need more oxygen when they are running out of oxygen and have a non-empty oxygen tank(s) in their inventory. - Fixed bots not respecting the Wait order inside ruins. - Bots now shoot ice spires when the sub is moving towards them or if they are very close to the turret. - Bots steering the sub now report ice spires they spot on the sonar. - Bots now switch batteries when operating scooters. They also unequip the scooter if they run out of batteries, instead of just swimming with it. - Bots now know how to switch batteries to the stun baton. - Bots don't drop empty welding tanks or ammunition in the sea anymore, if they have room in the inventory. - Fixed bots not shooting through turrets that block the line of sight.
Modding: - Fixed mods not being sorted correctly until changing the order through the settings. - Fixed mod load order not being restored correctly when leaving a server. - Status effect definition attributes are now case insensitive. - TriggerEvent in StatusEffects now supports inline events and the event tags have been renamed to "statuseffecttarget" and "statuseffectentity". - Added support for defining a contextual name for an order (e.g. "Wait" and "Wait Here"). - Added support for IntegerInput elements (with "min" and "max" attributes) for the CustomInterface component. - Option to define character variants that override some parts of another character. See the "Content/Characters/Variants" folder for some usage examples. - Fixed a number of crashes in custom repair tools, especially if they operate on their own without requiring a user. - Added "needsair" attribute to husk affliction, when set to true it disables low oxygen resistance granted by husk affliction. - Fixed crashing when a StatusEffect targets a removed limb. - Fixed conditional "And" comparisons not always working correctly when targeting items (the conditional needed to be true on the item and all it's components). - Added support for overriding textures on character variants. Only supports overriding the entire texture, not separate textures per limb. - Added support for overriding animations on character variants. - Added min and max conditions (in percentages) for preferred containers. - Added support for randomized deconstruction output: Deconstruct elements now support "chooserandom" and "amount" attributes, Item elements support "commonness" attribute. - Added ClearTagAction that removes the specified tag from the event. - Added CheckAfflictionAction that can be used to check if a character has an affliction. - Added "InWater" property to characters. - Planter component now triggers "OnPicked" status effects when interacted with. - Allow items with a kinematic physics body to have a connection panel component. - Fixed HasStatusTag conditionals only checking the first active status effect. - Fixed multiple characters spawning when a character infected with multiple different types of husk afflictions dies.
Bugfixes: - Fixed desync when entering a new level when there's a logbook with a very long message in the sub or in someone's inventory in the multiplayer campaign. - Fixed very large numbers of submarines in the "Submarines/Downloaded/" folder causing excessive loading times, freezes and high memory usage. - Delete submarines from Submarines/Downloaded when launching the game and hide downloaded subs from menus. The folder is now essentially a temporary folder for storing a server's submarines during a game session, not a place for persistent storage. - Fixed crashing when trying to "select matching items" when right-clicking a linked sub in the sub editor. - Fixed filename case issues and using backslashes instead of forward slashes in mod file paths causing errors on Linux and Mac. - Fixed crashing when trying to respawn a bot in the multiplayer campaign. - Fixed server list only showing up to 50 servers. - Fixed connections that have the same start and end location sometimes getting generated on the campaign map, leading to a crash when trying to load the campaign save. - Number input boxes don't clamp the value until the input box loses focus or enter is pressed. Fixes clamped values being very difficult to edit. - Fixed a crash in GetDisguisedSprites. - Mission events unlock the mission even if the conversation gets interrupted. - Fixed lights on turrets rotating around the origin of the item, not the origin of the barrel. - Fixed nav terminal's "velocity_in" input doing nothing. - Fixed newly placed coilguns and searchlights not rotating the light sprite in sub editor. - Fixed R-29 cargo lights not toggling on. - Fixed missing waypoints in Berilia. - Fixed docking ports' DockingDistance not being affected by the scale of the item. - Fixed KarmaManager's MaxStructureDamageKarmaDecreasePerSecond not working as intended, allowing karma to decrease more than it should when doing lots of structure damage in a short time (e.g. when using explosives). - Fixed engine's propeller hitbox not being moved or scaled when the engine is rescaled. - Fixed holes in walls becoming non-see-through when starting a new round in the campaign. - Fixed corrupted/invalid content packages whose xml file can't be loaded being added to the list of content packages, leading to a crash. - Fixed devices failing to receive power if connected directly to a docking port's power connection without a junction box or relay in between. - Fixed "disallowed upgrades" field not being taken into account in the upgrade UI when using prefab identifiers. - Fixed level generation sometimes failing to generate the complete path to the destination. - Fixes to docked subs being placed on the wrong side of the docking target in some cases (namely, when neither of the ports is connected to a door). Also added "ForceDockingDirection" setting to docking ports to enforce the direction if the automatic logic still fails due to some weird port setup. - Fixed "velocity invalid" error if a monster that's indoors eats a corpse that's outdoors or vice versa (e.g. if you drag a corpse through the airlock while a monster is eating it). - Fixed diving suit not giving any protection for radiation sickness. - Fixed conversation prompts not disappearing if the controlled character dies when executing subactions (for instance, when the clowns are approaching the players at the beginning of the "clown relations" event). - Fixed crashing when taking control of a black moloch with console commands. - Fixed character editor creating tiny limbs if the mouse cursor goes outside of the sprite sheet area when the user is drawing a new limb. Drawing new limbs is no longer restricted to the sprite sheet area (it still works in display screen space!). - Fixed husks and humanhusks targeting turrets when they are inside the submarine. - Fixed monsters sometimes choosing weird paths when the hulls are flooding. - Fixed assignment tooltip sometimes being displayed on command interface when it shouldn't be. - Fixed ability to open manual assignment for orders targeting all characters. - Fixed player characters' orders not being reset in between multiplayer rounds. - Fixed "unignore" icons being displayed in multiplayer. - Fixed crew list background blocking mouse input. - Fixed order icons being always displayed over container when the order target is contained. - Fixed CustomInterface component's UI text not reflecting the actual signal when changed by another player in multiplayer. - Fixed inconsistencies in meds when fired from a syringe gun. - Fixed thalamus spawning too many leucocytes in wrecks (particularly on higher difficulties). - Fixed ability to choose a campaign save filename that's illegal on Windows when hosting a server on Linux or Mac, preventing Windows players from joining the server. - Fixed workshop item download prompt not fitting on the screen when trying to join a server that has a large number of mods installed. - Fixed being able to hear ready check ticking when the popup wasn't visible. - Fixed an occasional lag following a crash when there's Spinelings present in the game (#4453). - Fixed autopilot trying to steer away from connected subs that aren't directly docked to the main sub (e.g. drone docked to a drone docked to the main sub). - Fixed a crash in the character editor when editing a limb's source with "adjust collider" enabled and if the source rect's size is zero or negative. - Fixed docking ports not locking client-side if hulls fail to generate between the ports (e.g. if the thing docking to the sub doesn't have hulls). - Fixed subs with a tall shuttle docked on top sometimes spawning partially inside the level's top wall. - Fixed melee weapons being able to hit through walls/doors as long as the origin of the item is on the same side of the wall/door as the user. - Fixed ballast flora jamming doors permanently if it dies while trying to drown a player in the ballast tank. - Fixed pets not spawning at the position of the owner. - Fixed rare "failed to generate a wall (not enough vertices)" error when generating a level. - Fixed ability to see inside secure steel crates without appropriate access by swapping them with a normal crate. - Fixed welded doors staying stuck and nav terminal not getting reset when redispatching a shuttle. - Fixed mudraptor shells spawning outside the mudraptor's inventory. - Fixed recovered shuttles disappearing if you quit during the round immediately after purchasing shuttle recovery in multiplayer campaign. - Fixed logbooks always spawning in the same cabinet in a given wreck. - Fixed items with a physics body disappearing when they are outside hulls during saving. - Fixed items attached to walls (e.g. signal components) deattaching when resetting them to prefab values in the sub editor. - Fixed characters that have been turned invisible by psychosis staying invisible when you switch to them. - Fixed crashing when selecting a client who's controlling a monster in the tab menu. - Fixed "where no man has gone before" achievement being impossible to unlock due to the depth being calculated incorrectly. - Fixed submarine switching deleting all upgrades in multiplayer. - Fixed Hammerhead Matriarch often not being able to break the sub's walls when hitting it. - Fixed Hammerhead Matriarch's head deforming incorrectly (this fix may affect any modded content using conditional sprites with deformations). - Fixed crash in sub editor when copying a linked submarine that you lacked the original file to. - Fixed turrets and searchlights having incorrect light rotation when minimum rotation limit was the same as maximum rotation limit. - Fixed popup messages preventing you from steering on the navigation terminal. - Fixed inability to start a server when there's a very large number of subs installed. - Fixed XP messages flying away when inside a moving sub. - Potential fix to occasional disconnects with an "index was outside the bounds of the array (ENTITY_POSITION)" error message. Happened when lots of items and characters were being created and removed in rapid succession, for example when using turrets against large numbers of enemies. - Fixed a rare crash caused by an "index out of range" exception in Hull.Update after loading or mirroring certain custom submarines. - Linked subs inherit the submarine class of the parent sub. Fixes drones/shuttles on deep diver subs getting crushed in the late game levels. - Fixed nav terminal displaying pressure warnings when the sub is past the crush depth of a non-upgraded sub. - Fixed monsters sometimes spawning inside floating ice chunks. - Fixed wrecks sometimes blocking cave entrances. - Fixed Kastrull drone flooding when undocking using the button next to the hatch. - Fixed wire/component placement grid having a too high opacity. - Fixed ancient weapon being sometimes unable to damage ruin walls.