Barotrauma - Dynamoon


Welcome to testing Barotrauma
Hello everyone!

The next update is not far now: all the new content is ready to be tested by our Unstable testers. Want to be one of them? Read more about testing Barotrauma here and get the test version today!

Coming up in the next update
Here’s a quick summary of the biggest upcoming changes. You can read more about all of them on our blog and see them for yourself in the Unstable test version.

Outpost medical services – pay an NPC to heal your crew.
New subs – three of them, to be exact.
New monsters – three new monster variants, too.
Monster improvements – quite a long list of fixes from monster AI to missions and random spawns as well as overall balance.
Character improvements – continuing last year’s human character overhaul with polish and dirt in equal measures.
Performance improvements as well as a number of other fixes and improvements.

The update is planned to be released on the last week of February. Let us know what you think!

Barotrauma - Dynamoon


Hello everyone!

Before we write more about upcoming Barotrauma updates, we wanted to lend a hand to fellow indie developer Cogwheel Software and their debut Hidden Deep, which begins its Early Access journey today.

You may know already that Hidden Deep is published by Daedalic Entertainment just like Barotrauma… and you may also know that our two games look uncannily similar at a glance! So what’s the deal with that?

Are Hidden Deep and Barotrauma made by the same people, or inspired by each other?
Short answer: no. Long answer: also no, mostly – we have the same publisher, but both games are developed independently by people who are not in regular contact with each other. We’ve said hi to each other on Discord (and our official servers are known to have many of the same people).

There are many similarities in our games’ lifespans, though: Where Barotrauma began as a one-man project, Hidden Deep has also largely remained a solo developer’s endeavor. Other things both games share are a custom engine, simulated physics, a development history spanning a number of years before being released on Steam and an ambitious roadmap ahead of them. As we’re further along on that road, we wish Hidden Deep tons of luck and can’t wait to see how it will evolve following its release today!

So how come they look so similar? Are they set in the same world?
The similar look is simple coincidence (and in large part probably also due to the constraints of both being third-person side-view two-dimensional horror-esque games set in an environment devoid of sunlight), and today not even quite as striking as it was when we first discovered Hidden Deep in 2018.

At that time we seriously worried we’d stumbled on a direct competitor for the then-unreleased Barotrauma, but looking into it a little more, we discovered that the setting, premise and gameplay are hardly identical with ours… but as you can guess if you’re still reading, there are indeed many similarities. If you like Barotrauma, you should definitely give Hidden Deep a try!

Since you have the same publisher and are so alike, is there going to be a crossover?
Considering that Barotrauma and Hidden Deep take place a couple of hundred years and approximately 628.3 million kilometers apart, a crossover might be tricky to arrange, but you never know.

Last but not least
To celebrate Hidden Deep's release, we are offering a limited time bundle deal starting tomorrow, 25 January – get the Supporter editions of both Barotrauma and Hidden Deep in one go. Without further ado, check out Hidden Deep's release trailer below, and get ready for a thrilling, sunless adventure on both Earth and Europa!

Jan 13, 2022
Barotrauma - Dynamoon
Hello and happy new year, everyone!

We're back to business as usual and have just released a small fix patch to address four very commonly occurring issues that came up while we were away on our Christmas holidays:

v0.15.23.0

- Fixed inability to switch subs in multiplayer campaign, unless you opt to switch at the same time as you purchase the new sub.
- Fixed server not loading the previous save, but continuing from where you left off if you return to the server lobby without saving and try to continue.
- Fixed characters who've died and respawned during a round getting a penalty to their skills again on the following round.
- Attempt to fix clients sometimes gaining control of an incorrect character in the multiplayer campaign.


We hope that these fixes take care of the most pressing problems you have been facing and wish you a great beginning to the new year! More fixes and content additions coming again in the next update, planned for next month.
Barotrauma - Dynamoon
Hello everyone!

We've just released a small patch to address the most urgent issues in yesterday's update. Here is the list of changes:

- Fixed crashing on startup on some versions of macOS.
- Fixed GameAnalytics consent prompt going outside the window on small resolutions and/or large text sizes.
- Fixed Kastrull's drone sometimes spawning inside the sub client-side in multiplayer.
- Fixed opening the settings menu resetting the game window, which caused screen capture software to stop capturing the window.
- Fixed certain mods that don't configure the "you are here" circle sprite for the status monitors causing crashes.
- Fixed abilities that give simultaneous skill gain (minor in mechanics, once upon a time in europa, apprenticeship) not giving the extra skill points.
- Fixed deconstructor not being able to put the items into containers in the output slots.

Thank you for all the comments, feedback and well-wishes since yesterday! With these fixes, we hope you get to sail smoothly through Europa during the holidays.
Barotrauma - Dynamoon


Hello everyone!

The year is quickly nearing its end, and it’s time to release the final update of 2021. Here are the highlights, with the complete list of changes at the end of this post.

The holiday update
  • Several new bot orders: “Prepare for Expedition”, “Find Weapon”, and “Load Items”, which commands the bot to either recharge battery cells, refill oxygen tanks, or reload ammo.
  • Other bot improvements: ability to access a bot’s inventory and changes to the medic bot’s behavior.
  • Improved campaign submarine selection and sub visibility in the lobby.
  • Multiplayer stability improvements and several related fixes.
  • Talent fixes and improvements.
  • Adjustments to gardening and monster spawns.
  • Orca 2, a new sub.
”The Europan” third issue
In addition to the game update, we’ve also released an update for the Barotrauma Supporter Pack – a brand new issue of the fictional newspaper “The Europan”. We hope you enjoy reading it!



Happy holidays!
Last but not least we want to thank all of you for joining us in 2021. Both Barotrauma and our player community have grown by leaps and bounds this year, and we look forward to returning to work… after a much-needed holiday break. So now we wish you all a beautiful holiday season and happy new year – see you in 2022!

P.S. Find some more greetings on our blog.


v0.15.21.0 changelog
Changes:
- New submarine: Orca 2.
- Improved monster spawning: different monsters spawn in different biomes and tougher monsters are introduced gradually during the course of the campaign. WIP, probably requires balancing and adjusting. Feedback is welcome.
- Adjusted gardening: the plants now require less continuous attention, making gardening a more viable "downtime activity" that you can focus on when there's nothing else to do, and ignore when you're busy without killing the plants.
- Readded GameAnalytics, a library that allows us to collect gameplay statistics and error reports automatically. Sending statistics is completely optional: when you launch the game, you're asked whether you want to allow the game to send us data or not. If you decline, no data of any kind is collected. The collected data is completely anonymous and doesn't contain any personal information, but only things such as error reports and statistics about the selected game mode, submarine, missions and mods.
- Added a simple QTE "minigame" to the repair interface. Allows speeding up the repairs slightly and hopefully makes repairing feel a little more engaging.
- Characters can climb up ladders faster by holding the sprint key.
- Changed the way purchasable submarines for the multiplayer campaign are selected: instead of choosing them when creating the campaign, all of the server's visible submarines are made available for purchase.
- Diving suits play a different warning sound when low on oxygen (<5% left in tank).
- PUCS doesn't consume oxygen tanks in rooms with oxygen.
- Added "Pump In" option to the contextual "Pump Water" order.
- Added "fuel_percentage_left" output to reactors. Outputs the sum of the fuel rods' condition percentage, as opposed to the total "heating power" of the rods like the "fuel_out" output.
- Powered down reactors don't zap the user when repairing.
- Improved weapon indicators on the status monitor (they now indicate the rotation of the turrets).
- Damaging outpost NPCs when there's a monster or an instigator nearby doesn't turn the outpost NPCs hostile (i.e. accidentally damaging one of the NPCs when you're fighting a hostile NPC doesn't trigger the guards).
- Damaging outpost NPCs when there's a monster or an instigator nearby doesn't lower outpost reputation.
- Adjustments to job gear and diving suit sprites and inventory icons.
- New depth charge tube sprite.
- Added a verification prompt when saving and quitting a campaign round (mp or sp).
- Added options to adjust karma penalty for containing dangerous items in the server settings.
- Made it a bit more viable to take out enemy humans stealthily: if an attack immediately kills/incapacitates the character, others won't be alerted unless they witness the attack.
- Option to end outpost rounds without saving.
- Made sonar transducer consume less power when the sonar is running in passive mode (or when the transducer isn't connected to anything).
- Treatment suggestions in the health interface take items in subinventories into account as well.
- Added tooltips to treatment suggestions to make it more clear the treatments can be applied by clicking on the suggestions.
- Added "condition_out" pin to fabricators, deconstructors and blank loader.
- Added "set_delay" input to delay component.
- Tagged boarding axe and assault rifle as medium items to allow storing them in cabinets.
- Removed "weapon" and "gun" tags from the bike horn and the syringe gun.
- Added a menu to hide submarines in the server lobby, allowing hosts to remove vanilla submarines from the list without replacing the content package.
- Added LOS effect to the server settings.
- Added line break support to the server message.
- Connected the diving suit lockers on the vanilla submarines to the power grid so that they refill the contained oxygen tanks.
- Connected the oxygen shelves on Humpback to the power grid.
- Allowed in-game editing of lamps in R-29.
- Mudraptor shell shields block projectiles and can be destroyed by firing at them.
- Prototype Steam Cannon can damage ballast flora.
- Water detectors treat minuscule amounts (< 1.0 water volume) as 0.
- Improvements to the "infiltration" outpost event: you can talk to any of the clowns to progress, not just the one that spawned 1st, and the clowns head to the airlock when told to leave.
- Medical curtains can be opened and closed.
- Restricted the amount of additional cargo you can choose in multiplayer: max 10 items of a type, max 20 types of items.
- Allow editing item quality in the sub editor.
- Removed stun tools from riot officer loadout, replaced with riot shotgun.
- Burns slowly heal by themselves, adjusted radiation poisoning accordingly.
- Shotguns now spawn with 6 shells, autoshotguns with 8 (a full stack).

Multiplayer fixes:
- Fixed campaign character resetting if the client, disconnects, rejoins and respawns on the same round after their character has gotten killed.
- Fixed skill penalties not getting applied when respawning during the same round.
- Fixed several issues (namely mission/submarine mismatches and desyncs) when clients take too long to receive an up-to-date campaign save at the start of a new round.
- Fixed "received data without a transfer initiation message" errors when a client disconnects and reconnects while a file transfer is in progress.
- Fixed respawn not triggering during multiplayer rounds if a client disconnects and rejoins after dying. Happened because the server was expecting the client to answer the "respawn with penalty?" prompt, which wouldn't be shown when the client rejoins mid-round.
- Fixed server making Client A switch their character to Client B's when Client B disconnects if the clients have the same connection endpoint (Steam ID or IP, for example when the players are using the same wifi connection), and Client B's character was created after Client A's.
- Fixed items sometimes teleporting from monster to another or dropping when trying to pick them up by double-clicking. Happened when the monster had selected (= grabbed, started to eat) another monster when they were still alive.
- Fixed crashing if you start the round as a spectator, take control of someone with console commands and try to access the tab menu's character tab.
- Fixed empty exploding coilgun ammo boxes exploding client-side when deconstructed.
- Fixed disabling friendly fire preventing buffs from being applied to crewmates, while allowing harmful afflictions to be applied (= the setting basically worked the wrong way around).
- Fixed other clients' characters sometimes appearing to teleport outside the sub for 1 frame when moving from sub to another, leading to further issues if the client has water-sensitive items in their inventory.
- Fixed whitelist controls getting disabled when adding new players to the list if whitelist wasn't enabled when opening the server settings.
- Fixed bots losing their items if you quit the 1st MP campaign round without saving, continue, and repeat that again.
- Fixed playstyle always being displayed as Serious in the server lobby unless you're hosting yourself.
- Reduced the severity and frequency of the "Maximum packet size exceeded" error in the server lobby.
- Fixed context menus not opening when right-clicking player names in the chat and server log.
- Improved the error message shown when a Steam lobby could not be created.

Talent improvements and fixes:
- Overall balancing to the stats boots from talents.
- Adjustments to some of the ability descriptions to address some inaccuracies/ambiguities.
- Reworked "implacable": now allows the character to stay conscious for 15 seconds after falling below 0 health.
- Reworked "field medic": if you complete a mission and all crew members survived, you gain medical skill.
- Reworked "beat cop": now gives 25% repair speed and increases inflicted stuns by 25% (and the tackle).
- Reworked "reverse engineer": whenever you deconstruct an alien artifact, you have a 50% chance to gain double output from it and gain 8 to a random skill. Small alien artifacts, when deconstructed, give 4 skill instead.
- Reworked "curiosity": whenever you deconstruct an alien artifact, you and another random allied crewmember gains 125 experience. Small alien artifacts, when deconstructed, give 50 experience instead.
- Reworked "expert commando": now gives, to ranged weapons, 70% spread reduction, 40% attack multiplier and 30% attack speed reduction while crouched.
- Reworked "gene therapist": now gives an additional 25% medical item potency, correctly displays as adding a flat 10% to each refined genetic material.
- Reworked "genetic stability": no longer gives 25% repair speed, and instead gives 15 to all skills. Probability of tainting genetic material reduced to 50%.
- Reworked "still kicking": now rapidly heals over a short duration instead.
- Reworked "stand and deliver": assistant skillbook can no longer be used on another character, instead the nearest ally gains 5 to all skills when the book is read by the talent owner.
- Reworked "first aid training": Now gives a flat 35% increase to medical item potency when applied to the character.
- Reworked "evasive maneuvers": now gives 15% more money for nest/swarm missions instead of giving attack bonus inside submarine.
- Reworked "expanded research": whenever you or another allied crewmember deconstructs depleted fuel, they gain 400 experience. This effect can only occur up to 3 times until you finish another mission.
- "Scrap savant" and "scrounger" only spawn the scrap in items with the tag "container" and only if the container can hold scrap. Fixes ability to generate free scrap by placing containers like detonators and portable pumps in the wrecks.
- "Advanced splicing", "optimized power-flow" and "elbow grease" can now only give up to 100 skill bonus.
- Fixed "canned heat" not increasing the quality of fabricated oxygenite tanks.
- Fixed "pyromaniac" applying the buff to the enemy you're damaging instead of your character.
- Fixed server ending the round if the last player alive is an assistant with the "still kicking" talent and said assistant falls unconscious.
- Electrochemist talent doesn't stun the attacker if the attack doesn't apply any harmful afflictions (e.g. if it only applies buffs or gives experience).
- Fixed autofill not working on the new talent items.
- Fixed "crew layabout" applying stat boosts to enemies as well.
- Fixed "expert commando" talent affecting turrets.
- Fixed hardened/dementonite crowbars not opening doors faster than normal ones.
- Fixed unlocking "all seeing eye" preventing you from unlocking further talents until you've gained enough EXP to compensate for the 3 "free" talents.
- Fixed high-quality items with whose max condition is above 100% not being accepted as fabrication ingredients.
- Fixed "tandem fire" crashing the game if there are no other crewmates present.
- Fixed "safety first" talent giving you mechanical skill when you gain electrical skill instead of the other way around.
- Added PreferredContainers to the new talent items to allow the bots to clean them up.
- Rebalanced combat stimulant: now applies faster, but less in total per dose. Healing reduced.
- Dropped type "poison" from chem addiction, making it non-healable (only chem withdrawal can be healed).

AI:
- New order: Find Weapon
- New order: Prepare for Expedition.
- New order: "Load Items", with options "Recharge battery cells", "Refill oxygen tanks", and "Reload ammo". Bots will take battery cells to be recharged, take oxygen tanks to be refilled, or place more ammo to loaders depending on the order option.
- Added an option to pump in water. Only applicable to pumps that are not automatically controlled.
- Orders that cannot be completed should now be dismissed automatically instead of keeping active but doing nothing.
- The bots should now tell you when they can't follow an order, instead of always replying positively.
- Changes to the default order assignment priorities, which determine the initial order of the orders when multiple is issued. You can still alter the order manually by dragging the order icons.
- Fixed bots getting stuck with invalid paths for too long.
- Fixed AIObjectiveGetItem not working properly when we try to ignore the items that already are in the inventory. In practice, only affects the find better weapons behavior in the combat objective (Fight Intruders).
- Bots don't automatically unequip PUCS when they don't need diving gear.
- Don't allow bots to heal pets (because they are likely to just kill them).
- Fixed bots trying to equip diving gear when they have spliced genes that give pressure immunity and/or remove the need for oxygen.
- Improved the bots door interaction so that they don't slam the door at your face, nor bump into closed doors so often, or keep "smashing the select key" as frequently. There's now a three second cooldown after succesfully pressing a button before next attempt.
- Bots now hold still while waiting a door to open instead of moving towards it.
- Bots now only put oxygen tanks into oxygen generators with the "Refill Oxygen Tanks" order option.
- Bots take previous heals into account when determining when to react to attacks. Fixes deusizine and liquid oxygenite aggroing the bots when using them to treat oxygen loss.
- Bots now treat handcuffed targets as neutralized, unless they are hostiles spawned from events. Fixes e.g. bots killing captured prisoners, but also allows you to submit to the outpost guards by handcuffing yourself.
- Prevent bots from healing the targets that have recently attacked them. Fixes bots healing and shooting you at the same time.
- Fixed rescue order (healing) not working outside of the sub.
- Fixed bots not knowing how to use the Rapid Fissile Accelerator. Also improves on how they use smg, assault rifle, and autoshotgun.
- Fixed unconscious NPCs being able to see you steal.
- Fixed bots sometimes repathing too eagerly while they are on ladders, sometimes causing them to get stuck in places where they should switch from a ladder to another one nearby.
- Fixed hostages in the abandoned outpost rescue mission refusing to follow a player that has some diving gear on they don't have access to.
- Fixed pirates giving redundant orders and consequently talking too much in the chat.
- Fixed pirates not always shooting monsters if there's only a few of them.
- Fixed bots not always trying to press the right button to interact with a door.
- Fixed bots getting stuck when trying to follow a target with some diving gear they don't have access to. Now they should self-dismiss the order instead.
- Fixed bots sometimes deploying Kastrull's drone for no reason.
- Improvements to cave waypoints: should fix bots getting stuck next to destructible ice chunks even if there's a way past them.
- Husks now remain neutral towards characters that are late in the husk transformation, unless they act offensively.
- Reduced Husk and Humanhusk sight from 1 to 0.5.
- Oxygenite shards are no longer oxygen sources and can't be inserted into diving gear or tools directly. They are still a source of liquid oxygenite, which can be used to craft oxygenite tanks.
- Added some dialog for the bots when they are getting attacked outside a friendly sub to tell the player why they are fleeing from an enemy and that they don't have a weapon.
- Fixed combat objective overriding the priority of find safety objective when the combat objective shouldn't even be active, leading to bots sometimes suffocating after combat if they don't have enough oxygen in the currently equipped tank.

Misc fixes:
- Exploding the abandoned outpost reactor doesn't damage the player sub in missions that require destroying it.
- Hopefully occasional fixed fires/meltdowns at the start of a round. Was caused by the "warm start" logic that simulates 10 seconds of power grid updates at the start of a round: if the reactor wasn't running on auto or was controlled by some custom circuit, it wouldn't adapt to the changes in the grid load during those simulated 10 seconds, which could lead to overloads.
- Fixed blips not disappearing from the sonar when it's been repaired above 100% condition by using talents.
- Fixed Security Officer Uniform's and Gunner Uniform's icons being swapped.
- Fixed RegExFindComponent handling some inputs incorrectly.
- Fixed sprite bleed in the harmonica inventory icon.
- Fixed crashing when equipping a handheld status monitor that spawned outside subs.
- Fixed ruins sometimes extending above the top of the level.
- Fixed submarine editor failing to generate waypoints on stairs.
- Fixed submarine editor failing to connect some of the waypoints around the sub.
- Fixed non-localized list formatting in the "I need [treatment1], [treatment2] or [treatment3]" bot dialog.
- Fixed crashing if a mineral mission fails to find a long enough edge to spawn the resources on.
- Fixed one of the hulls not covering the whole room in the "Alien_MaintenanceTunnels1" module.
- Widen a gap in the "Alien_Entrance2" module to cover the full width of the hole in the wall.
- Removed non-interactable black wire from inside one of the terminals in Alien_Chasm2.
- Fixed pirate subs sometimes not withstanding the pressure in the level in the deeper biomes.
- Fixed diving gear not affecting the depth at which huskified humans' get crushed by pressure.
- Fixed characters with husk genes + husk infection becoming huskified when they die.
- Fixed the ragdolls breaking when characters with a harpoon/guardian spear (or any other projectile) attached to their body exits a submarine/ruin.
- Fixed harpoon rope pulling with excessive forces when the target is on a platform.
- Always snap the rope between the harpoon and the harpoon gun when the harpoon is detached from the target. Possibly fixes cases where physics forces from the rope are still applied when the projectile has dropped. Also applies to fractal guardians.
- Fixed physics glitches with guardian's tail when it switches subs or goes outside.
- Fixed characters sometimes getting teleported to an invalid position when they are exiting/entering the sub and have more than one swarm feeder latched on them.
- Fixed Kastrull and Typhon 2 using different id card tags than the rest of the vanilla sub ("idjob" instead of "id_job").
- Fixed artifact transport cases not reliably suppressing thermal artifact fires.
- Fixed ability to stack batteries in wrecked charging docks.
- Fixed certain signal components (boolean operators, artihmetic, equals, trigonometric, string) triggering at the start of a round when they're set to a timeframe larger than 0.1 s.
- Fabricator drops the items inside the fabrication materials instead of consuming them (e.g. fabricating a combat suit from a normal one with a tank inside doesn't make the tank disappear).
- Fixed deconstructor destroying items contained in the deconstructed item if they can't fit in the output slots.
- Fixed lights becoming full-brightness for one frame when their color is set using the "set_color" input.
- Fixed turret lights' rotation being wrong for one frame when the light is toggled on
- Fixed shuttles docked to a shuttle docked to the main sub appearing on sonar in PvP.
- Fixed detonator's contained item position.
- Fixed Jovian Radiation bypassing all damage modifiers, including wearable items that protect from radiation.
- Fixed outpost reactors not accepting volatile fulgurium rods as fuel.
- Fixed some ugly first frames when populating certain listboxes (e.g. server list).
- Fixed spineling spikes given by spineling genes launching in an incorrect direction when the character is mirrored (= facing left) in multiplayer.
- Characters don't consume hull oxygen when their need for oxygen has been removed with thresher genes or pressure stabilizer.
- Fixed cigar and captain's pipe giving practically no psychosis resistance.
- Fixed being able to sell items from inventories of characters who are on the player's sub.
- Fixed occasional "Attempted to set the anchor B of a limb's pull joint to an invalid value" errors when dragging someone underwater.
- Fixed oxygenite tanks not being affected by gas vents in caves.
- Fixed items disappearing when trying to combine stacks of partially consumed items.
- Fixed upgrading devices' max condition causing issues with repairing: the repair thresholds were being treated as condition values instead of percentages, meaning that the devices would need to deteriorate more before they become repairable.
- Fixed ability to combine genetic materials in normal deconstructors.
- Fixed harpoon guns spawning with only 5 harpoons and stun guns with 1 dart.
- Fixed "bombscare" outpost event giving the characters xp for a non-existent "engineering" skill.
- Restrict downwards movement when a character has reached the bottom of a ladder to fix phasing through the floor.
- Fixed characters' feet dangling in the air when moving from a ladder to another (e.g. when climbing from the sub to the outpost).
- Adjusted flamethrower and prototype steam cannon particles to get them to match the range of the weapons more closely.
- Fixed most outpost modules being named as airlock and consequently defined as "wet rooms". Fixes bots still slamming doors and hatches on each others face while moving around in the outposts.
- Fixed portable pump consuming batteries when it's not pumping in/out.
- Fixed waypoint connections on Remora drone causing navigation issues for the bots.
- Fixed undocking a drone (e.g. on Remora/Kastrull) permanently breaking the navigation between the shuttle and the main sub.
- Fixed mudraptors and crawlers trying to swim to the bottom of the ocean.
- Fixed structures without a collider not being taken into account when determining which submarines are visible, causing them to vanish if there are only structures without a collider on the screen.
- Fixed Round and Ceil components returning -0 when rounding a negative value to 0.
- Fixed inability to swim up through a small hull on top of another one (e.g. the upper airlock in R-29).
- Fixed skillbooks, oxygenite shards and sulphurite shards not spawning in crates.
- Fixed name of the currently installed turret not being displayed in the submarine upgrade menu.
- Fixed AI gunners not shooting at visible enemies inside the enemy submarine.
- Fixed status monitor's electrical view not showing the power/load values in Korean.
- Fixed bots trying to equip a scooter when their hands are occupied by something that can't be put in the inventory (e.g. a crate), leading to weird twitching when they drop and immediately pick up the carried item.
- Bots stop moving before starting to repair a device. Fixes bots "flying away" when the repair fails, because they'd start the repair while still running at full speed and would keep the momentum if they get stunned because of the failed repair.
- Fixed looking at the sonar sometimes causing a significant performance hit (most often in the abyss). If a path to a marker couldn't be found when determining the distance to the marker, the game would keep trying to find a path every frame.
- Fixed Alien_Entrance3's left opening getting connected to other modules instead of being used as an entrance.
- Fixed coilgun draining ammo boxes at the same rate regardless of the number of linked loaders.
- Fixed some of the artifacts still playing sounds when inside a transport case.
- Fixed inability to put genetic materials into a container inside another container.
- Fixed characters' legs sometimes bending the wrong way around when climbing (seems to happen most often when trying to get on ladders while swimming up-side down).
- Fixed borked "Front E P2" collider.
- Fixed certain wires in vanilla subs being impossible to remove.
- Fixed gaps sometimes getting connected to incorrect hulls between docking ports, preventing water from flowing down from the space between the ports.
- Fixed mudraptor shell armor's sprite depth getting messed up when climbing ladders.
- Fixed drunkenness, opiate withdrawal and chem withdrawal not causing nausea.
- Fixed wire nodes getting misplaced in the sub editor when loading mirrored wires.
- Fixed campaign setup menu going crazy if you try to scroll it with arrow keys.
- Fixed handheld status monitor drawing the water levels and character icons of the previous sub when it's taken outside.
- Fixed spawnitem command not working in the sub editor.
- Fixed alien pistol not having a crosshair.
- Fixed weapon skill above 100 making weapons less accurate.
- Fixed cargo sometimes spawning inside the floor. Happened because the spawn position was determined based on the purchased item's size, instead of the crate the item spawns in.
- Fixed campaign getting "locked" if the submarine undocks immediately at the start of the round (on the first frame, e.g. as a result of some custom docking circuit).
- Fixed deconstructor being unable to combine the output items if they're inside a container in the output slots.
- Fixed misaligned outpost reactor meters.
- Fixed sprite bleed in the outpost computer terminal sprite.

Modding:
- Fixed inability to override talent trees.
- Item variants try to load sprites from the base item's directory if the path isn't specified.
- Fixed crashing when trying to fire a projectile with no Attack configured with a turret.
- Made memory component's "writeable" field editable in the sub editor.
- Fixed all ruin generation params displaying "RuinGenerationParams" as their name in the level editor.
- Fixed PropertyConditionals with comparison type "And" that check a parent container's tags being very unintuitive to use because they checked the components of the item as well, not just the item object.
- Made several outpost store parameters editable separately for each location type (see locationTypes.xml).
- Fixed crashing when trying to create a non-humanoid that can walk in the character editor.
- Added a randomize button for level editor seed.
- Fixed fabricators without a repairable component crashing the game when activated.
- Fixed overriding a Controller component (e.g. button) resetting its Toggle and State settings.
- Fixed ParticleEmitter's angle not getting mirrored when spawned by a mirrored item.
- Fixed certain explosion flashduration values causing the light to flicker/loop.
- Allow the enemy AI to target using groups in addition to species names.
- Moved the turret ammo box definitions from containers.xml to where the gun and the ammo are defined.
- Fixed hulls' "hidden in game" setting doing nothing.
- Fixed certain items causing the "analyzeitem" and "deconstructvalue" console commands to crash.
Barotrauma - Dynamoon
Hello everyone!

It is the Steam Awards nomination season, and Barotrauma is eligible for the Labor of Love category, intended for games with a long history of development. As we are closing in on our 15th content update since we launched Barotrauma on Steam, we are proud to be competing for this award!

We hope you've enjoyed everything we have added to the game this year, from caves and ruins to pirates and talents. We have been overjoyed to see so many of you playing the game and joining discussions in our community hubs!

Without further ado, you can now nominate Barotrauma for the Labor of Love award – and stay tuned for one more small update before the year is out.
Barotrauma - Dynamoon
Hello everyone!

To continue celebrating the release of Among the Ancients, one of the biggest content updates in Barotrauma's history, we're having a free weekend – you can now download and play Barotrauma for free until Monday!

To continue playing after the free event, you can now also buy the game at a hefty discount of 75% off. For some extra Barotrauma lore, don't forget to check out the Supporter edition, which is also discounted for the duration of the free weekend.

We hope to see many of you this weekend and wish you a pleasant stay on Europa!

Barotrauma - Dynamoon


Hello everyone!

We have just released a patch to fix issues in the latest update. Notably, character resetting between multiplayer campaign rounds and issues with job assignment have been addressed. See the full list of changes below and please be sure to update your game to be able to host and join servers!


v0.15.13.0

Changes:
- Remove spawnpoint-based job assignment logic. Previously, the number of job-specific spawnpoints in the sub affected how many players the server would try to assign to a given job, which would often lead to players not getting the job they wanted to.
- Made the captain job optional (i.e. if no-one has captain in their preferences, no-one gets forced to play as one).
- Improvements to the Korean localization.
- Added rewards to side objective missions (hunting grounds, beacon).
- Reduce Pyromaniac's burning damage increase from 40% to 25%.

Fixes:
- Fixed clients' characters getting reset in the multiplayer campaign if they're spectating at the end of the round.
- Fixed crashing when an event set fails to load any of its sub events. Caused certain mods to crash the game at 42% in the loading screen.
- Fixed crashing on startup when using mods that remove the small icons from job prefabs.
- Fixed bots being unable to find their way to the submarine if the switch to the "find safety" state outside the sub.
- Fixed bots often being unable to find a way to leaks they're trying to weld.
- Fixed crashing when a monster was just about to turn to a husk when the round ends.
- Fixed opened item disappearing when switching to the test mode from the sub editor.
- Fixed Artie Dolittle's ID card not working in the player's sub after he's hired.
- Fixed category labels (sufficient skills to fabricate, requires recipe, etc) disappearing from the fabricator's item list when searching.
- Fixed prisoner's uniform using a wrong texture file.
- Fixed inability to edit pulse laser's power consumption in the sub editor.
- Fixed an exploit in Pressure Stabilizer crafting recipe.
- Fixed an exploit in Fixfoam Grenade deconstruction recipe.
- Fixed crashing when selecting a gene splicer and hovering over its inventory slot in the sub editor.
- Fixed bots being unable to use hardened and dementonite tools.
- Fixed a typo in Tinkering cooldown reduction description.
- Fixed inactive reactors electrocuting low-skill characters when rewired.
- Fixed ignore orders carrying over when switching subs, causing them to target random items in the new sub.
- Fixed dementonite knives being sold in stores.
- Fixed contained items' impact sounds being played when the item they're inside hits the floor.
- Fixed True Potential instant kills not properly giving kill credit (achievements, other talents).
- Fixed Gene Harvester incorrectly checking the owner of the talent's submarine rather than the killer's.
- Fixed certain talents not appearing to have an effect client-side, causing e.g. the high-pressure effects to appear when swimming outside with the Water Prankster talent.
- Fix Scavenger's buff duration multiplier.
- Fixed Insurance Policy not triggering properly.
- Fixed issues with input going through interfaces drawn over inventory slots.
- Fixed bots trying to treat talent afflictions.
- Fixed player-controlled creature attacks sometimes not hitting characters when they should.
- Fixed "x in command room" spam when dragging and dropping orders in multiplayer.
- Fixed pirate missions not being considered completed if any of the pirates have been removed (e.g. eaten or despawned).
- Fixed high-quality items not stacking in the fabricator's output slot.
- Fixed ice shards' colliders taying active after the shard has shattered.
- Fixed bots following the controlled character instead of the order giver in singleplayer.
- Fixed purchased medals spawning on the floor.
- Fixed vision obstruction effect "flickering" when moving the cursor around when an item UI is open.
- Fixed some pumps in Dugong having 0 power consumption.
- Fixed pumps deteriorating when they don't have power.
- Fixed batteries/supercapacitors deteriorating when not charging/discharging.
- Fixed afflictions applying face/body tints on monsters.
- Fixed "select matching items" selecting all gaps if you've selected both a door and its gap in the sub editor.
- Fixed door gaps not being selected if you use "select matching items" on a door in the sub editor.
- Fixed biome ambience loop volume not being affected by the sound volume setting.
- Fixed players wearing a PUCS not using up hull oxygen when no tank is equipped.
- Fixed bots getting stuck on long outpost ladders.
- Restored the sounds for legacy fractal guardians. Fixes console errors when they are spawned/viewed in the editor.
- Fixed Reactor PDA showing hidden and non-interactable reactors.
- Fixed welding tool scale being forced to 0.5.
- Fix crew list content being repositioned when selected character was hovered.

Modding:
- Made deconstruction recipes' mincondition accept items whose condition equals to the mincondition, not just items whose condition is higher.
- Fixed color values being used incorrectly in explosion flashes.
Barotrauma - Dynamoon


Hello everyone!

The Among the Ancients update has just been released. Take a look inside to find...

  • Overhauled alien ruins. New art, layouts, monsters, traps, and missions.
  • Overhauled human characters. Reworked visuals and improved character customization, now also for singleplayer.
  • Talent system. Earn talent points in campaign mode to unlock skill specializations and even new items.
  • Genetic enhancements. Discover alien items and research and refine them to upgrade your character.
  • Improved health interface and submarine status monitor for easier use and more in-game information.
  • A long list of fixes and other improvements! Find the full changelog further down.
Head over to our blog to read more about the new features, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Among the Ancients!


v0.15.12.0

Alien ruin overhaul:
- Overhauled ruins: completely remade sprites, monsters, layouts, items and puzzles.
- New Scan mission: scan an Alien ruin by placing down provided scanners at target locations and take the scanners back to the outpost.
- New Alien Ruin mission: kill the guardians inhabiting the ruin and destroy their pods.
- Added an additional ambience track for the ruins.

Character overhaul:
- Completely remade character sprites, ragdolls and animations.
- Option to customize the starting crew in the single player campaign.
- More customization options (skin, hair and facial hair colors, more accessories).
- Added a button to randomize character appearance in the character customization menus.

Health system improvements:
- Streamlined the health interface.
- Allow administering meds by clicking on the "suitable treatments" suggestions in the health interface.
- The health interface displays a prediction of how much a medical item will reduce/increase the afflictions when hovering the cursor over one.
- Certain afflictions can make the characters' face or body change color.
- Physical injuries to the head can cause concussions.
- Improvements to the blood particle effects when a character is bleeding.
- Damage to arms reduces aiming accuracy.
- Crippled legs slow the player down more.

Talent system:
- The new talent system allows you to unlock things such as special skills, buffs and fabrication recipes in the course of a campaign, with experience points gained from completing missions.
- Three different talent trees for all the character classes.
- Dozens of new items.
- Item quality system: certain talents allow you to fabricate higher-quality versions of items.
- Characters lose some skill points when respawning mid-round. The talent system makes it easier to gain skills and permanent improvements to the character, and this change is intended to balance that out.

Overhauled status monitor:
- Improved visuals.
- Indicates the locations of the crew's ID cards.
- Indicates the locations of alerts.
- Electrical view, indicating locations and health of junction boxes, reactor and batteries.
- Allows searching for items and indicating the hulls in which they're located.

Balance changes:
- Reduced loot in wrecks.
- Difficulty affects the amount of loot.
- Reduced the amount of weapons and grenades in wrecks, pirate ships and abandoned outposts.
- Disabled stacking quality-based items (experimental change, feedback is welcome).
- Reduced diving suits damage resistances.
- Buffed vigor and haste.
- Modified characters' base vitalities.
- Adjustments to monster stats.
- Reduced mission experience gains, level difficulty affects mission experience.
- Made welding tools a bit less effective early to compensate for increases to their effectiveness from quality/talents.
- Upgrade system reworked to work better in conjunction with new talents and quality systems. Quality of life upgrades made better or cheaper, hull upgrades are less effective towards the lategame but are better early, reorganized categories.
- Diving suit and human ragdoll damagemodifier changes: the suits now offer less protection, but humans have a bit more natural protection towards physical damage types.
- Adjustments to outpost distribution: natural formations greatly reduced in the 1st zone, cities slightly reduced in the 1st zone, outposts (including specialized ones) increased in the 3rd and 4th zone.
- Made magnesium a little more common in stores and wrecks.

Additions and changes:
- Gene splicing. You can find alien genetic material inside ruins (and for the time being, wrecks), and use these materials to gain special abilities and buffs. The materials can be processed using a Research Station (which atm can be found in research outposts) and applied on a character using a Gene Splicer.
- Added a new "Return" order for ordering bots to return back to the main submarine.
- Bots can now use level waypoints to help them navigate around when they are outside the submarine.
- Play editor music in the multiplayer lobby.
- Option to specify the amount of items to spawn with the "spawnitem" command.
- Optimized cave vent and ballast flora spore particles.
- Added a 5 second "cooldown" before a junction box broken by overloading can take damage from overloading again. Prevents continuous fires and particles when continuously repairing an overloaded junction box.
- Small monsters don't eat the inventory contents of a character they're eating (the items drop instead).
- Disabled new status monitor features from handheld status monitors.
- Round water and oxygen percentage readings on the status monitor (e.g. 99.999998% shows up as 100% instead of 99%).
- Adjustments to how far creatures can see and hear the submarine and it's devices from. Moving fast now makes more noise, moving slowly less, and the monsters can't see the sub from as far as before. Effectively it should now be more viable tactic to shut the engines down and keep silent.
- Reduce sonar ping's sound range from 10000 to 8000 to make it possible to spot (some) monsters before they target the sub.
- Made a couple of monsters unable to eat characters (hammerheads, terminal cells, leucocytes, molochs, spinelings and watchers).
- Changed default creature attack key to F because R conflicts with the radio keybind.
- Disabled toggling the sonar mode by pressing the Run key.
- Added condition_out pin to various items.
- Bots no longer ignore unconscious targets that regenerate health (i.e. they will finish off downed husks to prevent them from getting back up again).
- Fabricating fuel rods now requires electrical skills instead of mechanical.
- Reactor now requires electrical skills instead of mechanical to repair.
- When the status monitor receives the oxygen/water level for a hull, it registers it on all the linked hulls as well (-> no need to put an oxygen/water detector in all the hulls of a multi-hull room).
- Removed the "burndamage" damage type (not the same as "burn") that was added as a temporary workaround to allow pulse lasers to bypass monster's damage modifiers.
- Changed the look of the skill/xp notifications to accommodate the larger numbers of notifications you can get from talents and skillbooks.
- Added a fabricator and deconstructor to Azimuth and slightly lowered its maximum speed.
- Increased Azimuth's battery out relay max power.
- Temporarily disabled magnesium exploding in water to prevent issues with talents related to it.
- Added "targetlimb" argument to the giveaffliction command (allows applying the affliction to a specific limb).
- Players who wander inside a respawn shuttle don't get automatically killed when the shuttle despawns if they weren't part of the respawning crew.
- Bots no longer ignore severe fires in reactor, engine, or command rooms. The intention for them ignoring the severe fires was to prevent unwanted casualities when the fire can be left untreated and wait for it to fade out when not ordered to extinguish fires.
- Buffs are transferred to AI-controlled husks when a character transforms.
- Projectiles shift to the left in multi-slot loaders when firing.
- Option to make terminals use a monospaced font.
- Player-controlled monsters can now grab and eat bodies.
- Added triangle and sawtooth wave types to oscillator component.
- Added "high_pressure" output to water detector.
- Water detectors round the water percentage output up, so any amount of water will be at least 1%.
- Focus on the password field automatically in the server password prompt and allow submitting it with enter.
- Made pirates a little less accurate when they're operating turrets: they can no longer magically aim exactly at characters inside another sub.
- Biome noise loop volume is tied to sound volume instead of music volume.
- Endworms no longer always bleed to death when their tail is cut.
- Lever state is visualized on its sprite.
- Enabled NVidia Optimus on Windows.

Fixes:
- Fixed crashing when an attack is applied on a character from a source other than another character, e.g. propeller (unstable only).
- Fixed current_position_y output not working on nav terminals (unstable only).
- Fixed fuel rods having a bullet as a contained indicator (unstable only).
- Removed duplicate welcome messages from humpack's terminal.
- Fixed start and spectate buttons shrinking in the server lobby every time they're hidden and re-enabled.
- Fixed contained items inside contained items not moving when repositioning a container in the sub editor (e.g. when moving a weapon holder that contains a weapon with a magazine).
- Fixed issues with inaccurate tooltips and incorrectly blocked out order nodes in character-specific command interface.
- Fixed contained items' status effects appearing at the top-left corner of the container if the contained items are not visible (e.g. particle-emitting fuel rods would emit the particles from the top-left corner of the reactor instead of the center).
- Fixed hanging wires not getting selected when selecting the items they're connected to.
- Fixed "divide by zero" console error when scaling construction barrier.
- Fixed ability to wire items between two submarines as long as you stay inside the same sub.
- Fixed crew list background blocking mouse input (again).
- Fixed crashing when the majority of the players are controlling characters belonging to a non-player team while the sub is at the end of the level (e.g. if you're alone in the sub and take control of a monster with console commands).
- Fixed cargo missions sometimes only rewarding the players for 1 crate even when transporting more.
- Fixed the "use as treatment" tooltip showing up when trying to drop an item that can't be used as a treatment on the health interface.
- Fixed characters in the transition phase of a husk infection (i.e. after the stinger has appeared) getting stunned at the start of every round.
- Fixed inability to adjust max mission count in a dedicated server.
- Fixed light components staying powered indefinitely when in a container or inventory (didn't seem to be noticeable on any other vanilla items than sonar beacons, which stayed active indefinitely).
- Fixed some outpost events being possible to activate even if the target NPC is dead.
- Fixed ability to swap contained non-interactable items.
- Fixed crash when loading a container that has no containable restrictions and contains items (e.g. if you put items in a deconstructor and start a new round).
- Fixed bots not swapping oxygen tanks when they are outside and going to a target that is inside.
- Fixed issues with bot combat behavior when outside the submarine.
- Fixed ability to hold 2-handed items with one hand by trying to insert them into an occupied slot in a container that can't hold the item.
- Fixed misaligned nav terminal and status monitor in pirate humpback.
- Fixed inability to install/update mods that have periods in the name.
- Fixed nav terminals "current_position_x" output being in pixels when "current_position_y" is in meters.
- Fixed minerals sometimes spawning in unreachable spots in mining missions (on cells that are next to a cave, but at the wrong side of that cell if there's empty space behind it).
- Fixed items' "allow swapping" property being editable in-game.
- Fixed RegEx components with a non-continuous output always sending a signal out after being loaded.
- Fixed pirate subs sometimes spawning inside floating ice chunks.
- Fixed tracer particles not starting from the position of ranged weapons' barrel.
- Fixed inability to open the pause menu when the cursor is over an inventory slot.
- Fixed handcuffs dropping off from characters' hands when they die or turn into a husk.
- Fixed loadsub command.
- Cap the amount argument of the spawnitem command to 100 to prevent freezing/crashing when trying to spawn a ridiculous amount of the item.
- Fixed "infiltration" event getting stuck on one of the conversation options.
- Fixed signal source being wrong on delayed electrical signals (= signals that were delayed for the next frame after they'd passed through 10 steps). Most noticeably affected status monitors that need to know which oxygen/water detector a signal came from.
- Fixed WifiComponents delaying the signals based on the number of receivers, not how many steps the signal has actually taken, contributing to the previous issue.
- Hopefully fixed an oversight in the sub editor where changing ItemComponent colors with the HSV picker would create an error in the console.
- Fixed paralyzant (and many other meds that don't do direct damage) not triggering guards.
- Fixed sonar monitor's UI being unnecessarily small.
- Fixed contained items inside contained items (e.g. magazines in a rifle on a weapon holder) not rotating in the sub editor.
- The overdosed NPC in the "good samaritan" event can't die until the player has triggered the event (completing the event after the NPC had already died made no sense).
- Fixed console errors when an item a bot has been ordered to target was removed between rounds (e.g. an ignore order targeting a mission item that gets removed at the end of the round).
- Fixes to oxygen generator logic: the generator now periodically recalculates how to distribute the oxygen between the vents, as opposed to doing it once at the start of the round. Just doing it once caused issues if there were e.g. vents or doors that are initially open between the rooms.
- Fixed characters sometimes getting "stuck" when swimming in partially filled multi-hull rooms. Happened because the bottom of the current hull was used as the "floor" if the actual floor was too far below, even if there was another hull below the current one, causing the ragdoll to switch to walking animation and being unable to move because it's not touching the floor (unstable only).
- Fixed outpost events always unlocking the same escort mission.
- The hints about flooded rooms and ballast flora aren't shown in ruins, wrecks or enemy subs.
- Fixed "stowaway" event triggering an event cooldown, preventing monsters from spawning at the beginning of the round.
- Fixed clients (excluding the host) always considering friendly fire to be disabled, leading to minor cosmetic desyncs when a player applies afflictions on another one (i.e. there was a brief delay before the afflictions update client-side).
- Fixed inability to apply buffs on the crew when friendly fire is disabled.
- Fixed ItemContainers only applying the StatusEffects from the first matching Containable, even if there's multiple. Prevented the artifact-specific effects of artifact holder from executing.
- Fixed "giveaffliction" command's limbtype argument not working in multiplayer.
- Fixed "linesperlogfile" server setting doing nothing.
- Fixed discharge coils not working when triggered by via a wired button.
- Fixed hatch waypoint and platforms on Remora Drone.
- Memory usage optimizations.
- Fixed bots shooting enemies even when there's a friendly sub between them and the target.
- Bots take their masks off when if they have successfully equipped a suit.
- Fixed a pathfinding issue in Remora caused by too sparse waypoint distribution.
- Fixed disguises not changing the color of a character's name when hovering the cursor over the character.
- Fixed monsters' attack sounds never playing in multiplayer.

Modding:
- Implemented an item variant system that works similar to the character variants: you can create new items that inherit the properties of another item and only modify specific aspects of it, reducing the amount of duplicate XML code. See "Depleted Fuel Rod" in engineer_talent_items.xml for an usage example.
- Option to configure minimum damage for OnDamage status effects that require a specific type of affliction (see the "vigor on damage" affliction for an usage example).
- Option to make afflictions draw a full-screen overlay when active.
- Option to make property conditionals target contained items using the attribute targetcontaineditem="true".
- Added support for tileable light textures for Structures by using <light> XML element that has the same syntax as <LightComponent> does for Items.
- Added "InPressure" property to characters.
- Fixed hidden items appearing in the job loadout preview if there are other items of the same type that are not hidden (didn't affect any vanilla loadouts).
- Removed error message when trying to transfer items to a husk monster and inventory sizes don't match
- Submarine upgrades can be disallowed by category instead of having to do it separately for each upgrade in the sub editor.
- Fixed a modding related crash when trying to apply a property value of a wrong type using status effects.
- Option to create custom husk infections where player control carries over to the transformed creature.
- Display a console warning when an item's deconstruct output defines an out condition and is also set to copy the condition of the deconstructed item.
Barotrauma - Dynamoon


Hello everyone!

Now that we’ve introduced the character overhaul and the talent system that are coming in the next update, it’s time to take a closer look at what the update is all about: alien ruins, the last remnants of a mysterious civilization that used to dwell on Europa before humanity arrived.

Alien ruins overhaul
The appearance of the alien ruins has been unchanged for as long as Barotrauma has been in Early Access, and one of the highlights of this update will be a complete visual overhaul that brings the ruins up to par with the rest of the game. We're also improving ruin generation for larger and better layouts, and there are a number of other exciting things coming too:

  • Remade Fractal Guardian with new appearance and behavior.
  • New creature: the Swarm Feeder.
  • New items: the Gravity Sphere and the Ruin Vent, both with new effects.
  • New missions: Scan ruin and Clear ruin.
  • Bot improvements: “Return to submarine” order and AI waypoints inside ruins.
What do you think? Check out our blog for more details!
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