It's once again that time of year – the Steam Autumn Sale is in full swing, and Barotrauma participates with a deep discount. The sale period also comes with its annual celebration of video games: The Steam Awards.
That's where you come in. During the Steam Awards nomination period, you can nominate games for awards in various categories. Barotrauma is eligible for the Labor of Love category, intended for games with a long development history.
Our Barotraumatic story spanning soon eight years, with over three years of it in Early Access here on Steam, we are proud to say we develop Barotrauma with all our hearts. If we have also captured yours, you can now nominate us for the Labor of Love award.
Thank you for sharing in our Early Access for another autumn season! Stay tuned for more news about the next update and everything that next year will have in store.
It has recently come to our attention that typing in-game in Barotrauma has been inconvenient for Chinese versions for an extended time, with the candidate box to suggest Chinese characters not appearing as it should. We're very sorry for the the trouble and have prepared a fix to this issue, to be released in the next update.
While we are still developing the next update, you can already try this fix in the Unstable test version of Barotrauma. This allows you to get the fix early, and we will also work to accommodate your feedback in the public release. It would be very valuable for our development to get feedback from you, as we have no Chinese speakers in our development team, so we encourage all interested players to test the fix now!
How to get the Unstable beta
Opt into "unstable", a free beta version available to everyone who owns Barotrauma on Steam:
Head to your Steam Library and find Barotrauma in your list of games in the left sidebar.
Right-click Barotrauma and choose Properties.
Choose the "Betas" heading in the Properties window.
Select "unstable" from the topmost dropdown. This initiates the download of the beta.
When "unstable" is successfully opted into, the name of the beta is displayed in square brackets in Barotrauma's title in the left sidebar of your Steam Library.
To return to the regular game version, simply repeat these steps and choose ""none"" in the beta selection dropdown.
To give us feedback about Chinese typing, please write on the Unstable forums or our GitHub issue tracker. We hope this fix improves your experience with Barotrauma!
For the last update of the year, we are balancing and polishing Barotrauma’s talent system. The talent rework will introduce lots of new talents, and almost all existing talents have been reworked to some extent. We’ve focused on four aspects of the talent system in particular:
Additional talent levels and more talents. We’re adding two levels of more generic talents for each job, and some of these early talents must be unlocked before picking more specialized talents. The overall number of talents increases, too: we’re adding 50 talents in total.
More powerful final talents. As the talent trees get larger and take a longer time to complete, the final talent of each tree must be extra valuable. The new talent trees will offer a powerful boost or item when you unlock the final talent.
Greater specialization. We want all the different jobs to stand out better, and to support this, the talents of each job have been streamlined into more thematic talent trees. As the talent trees are expanded and offer more specialized talents, each character can now only choose one specialization.
Talents for bots to support singleplayer. Until now, the use of talents has been effectively limited to multiplayer. To remedy that, we’re adding support for talents for bots in singleplayer. Many talents have been reworked slightly to make them usable by bots.
You can read more about the talent rework on our blog and try it out already in the Unstable test version! The talent rework will be released as part of our December update.
We've just released another small patch to address issues discovered since the launch of the Hoist the Sails update, including submarine upgrades being lost when you switch to a lower tier sub and back again, and a number of other small adjustments and fixes.
See the full list of changes below and be sure to update your game to the latest version!
v0.19.14.0
- Fixed submarine upgrades getting lost if you switch to a lower-tier sub that can't have as many levels of upgrades as the current sub, and then back again. - Fixed "failed to find the end of the bit field after 100 reads" error when trying to join a server that has a large number of mods enabled. - Fixed some monster events not being as common/uncommon as intended. In more technical terms (which may be of interest to modders): the commonness defined as an attribute of an EventSet did nothing, making the event default to a commonness of 1. The commonnesses defined for specific level types worked correctly. - Fixed clients getting stuck in a non-functional lobby if they happen to disconnect or get kicked back to the lobby at a specific point when loading a new round. - Fixed large turret hardpoint origin being off, causing turrets installed on a large hardpoint to be misaligned. - Attempt to fix crashing when disconnecting from the server you're hosting. - Fixed Ctrl+Shift+S shortcut (quicksave) not working in the sub editor. - Fixed toolbelts and storage containers in old subs going inside toolbelts. - Fixed submarine tier resetting to default when reopening the sub editor's save dialog. - Fixed sub editor not taking filename case into account when saving an existing sub: if you'd try to save the file with a different filename case, it'd ask about overwriting the existing sub, but save it as a new file even if you opt to overwrite. - Fixes to Herja room names (use Engineering, Gunnery compartment, etc. labels), add camera to the front, with a periscope for the captain. - Fixed non-purchaseable talent items not being available as extra cargo. - Sorted extra cargo alphabetically + added a filter box. - Fixed taking items that spawned inside another item (e.g. tanks in a diving mask) from NPCs spawned by an event not counting as stealing. - Fixed characters falling off ladders when using aimable tools. - Fixed money gain/lose popups no longer showing in the campaign. - Fixed inability to manage the campaign if there's no-one with permissions alive. Previously we allowed anyone to manage the campaign if there's no-one with permissions present in the server, but that's not enough, because the players with permissions can't end the round if they're dead. Now if there's no-one with permissions alive, anyone is allowed to manage the campaign. - If Select and Deselect have been bound to the same key, the deselect input is ignored when interacting with another item than the selected one. Prevents e.g. falling off ladders when trying to open a hatch when both Select and Deselect have been bound to E. - Made it possible to enter a hostname (e.g. someserver . com) in the direct join prompt. - Adjusted the size of the submarine list elements in the server lobby to reduce the amount of empty space on large resolutions. - Fixed event texts for the "scan ruin" mission being in an incorrect language. - Attachable items cannot be attached inside walls. - Fixed distance at which you can attach items being slightly longer than the interact distance, making it possible to attach items out of reach. - Fixed inability to turn when you're dual wielding melee weapons and attacking continuously. - Fixed inability to cancel deconstruction if there's non-deconstructible items in the queue. - Fixed local copy of a mod you're publishing not using the version number you've entered in the publish menu. - Fixed crashing when trying to open the tab menu's character tab with a character who has no personality trait (may happen e.g. if you use a mod that adds custom personality traits and try to play that save without the mod). - Fixed sourcerect issue in alien generator + decorative sprite not disappearing when the fuel rod is taken out. - Fixed corrupted mods causing a nullref exception when autodetecting required mods in the sub editor. - Fixed minerals not disappearing from mineral scanner if they get detached by something else than a character picking them up (e.g. by the destructible ice wall they're on breaking). - Fixed event-specific metal crate deconstructing to steel. - Fixed inability to join servers that have enabled multiple mods with identical content. - Fixed tandem fire not working if there's a character between you and the other character on a periscope.
To follow up on yesterday's Hoist the Sails update, we're having a play-for-free event – starting now and until Monday, you can dive right into Europa's dangers for free!
If you like what you see this weekend and would like to continue your submarine journey even after the event ends, you can get Barotrauma for 75% off during the free trial period. For the lore-hungry new players, don't forget to check out the stories inside the "Barotrauma Supporter Pack", which is also discounted for the duration of the free event.
We look forward to seeing new sailors in great numbers and wish you the best of luck. Welcome to Europa!
We've just released a fix to address problems spotted following yesterday's release: mod downloading issues and some old campaigns becoming blocked by crush depth due to the addition of submarine tiers. We're sorry for the trouble and hope these fixes let you carry on with your old saves as usual!
v0.19.11.0
- Fixed some old campaign saves being impossible to continue due to the new submarine upgrade restricions. - Fixed "update all mods" button doing nothing in the Workshop menu. - Fixed inability to create mod lists that include Workshop mods.
We’ve just released a new update for Barotrauma. Hoist the Sails brings…
Improvements to submarines and upgrades, and a new vanilla sub
All-new game tutorials
Improved performance and multiplayer stability
Many quality of life changes and fixes.
See this preview post for a more detailed introduction of all the new additions, and find the full list of changes at the end of this post.
Be sure to update your game to the latest version now to be able to host and join servers. We hope you enjoy the Hoist the Sails update!
[h5]To MacOS players on systems older than 10.15:[/h5] Due to the .NET 6 update included in Hoist the Sails, we have had to raise Barotrauma's minimum technical requirements for MacOS, and systems 10.13 and 10.14 have unfortunately lost support. If you wish to continue playing Barotrauma on these systems, you can access the game version preceding this update as a Steam beta.
Opt into "MacOS-Compatibility", available to everyone who owns Barotrauma on Steam:
Find Barotrauma in the left sidebar of your Steam Library.
Right-click Barotrauma and choose "Properties".
Choose the "Betas" heading in the Properties window.
Select "MacOS-Compatibility" from the topmost dropdown. This begins the download of the beta.
When "MacOS-Compatibility" is successfully opted into, the name is displayed in square brackets alongside Barotrauma's title in the sidebar.
This beta will not get any further updates but will remain available to ensure continued compatibility for the affected Mac players.
To access new game versions of Barotrauma on MacOS, 10.14 players should be able to update their systems to stay compatible with our new runtime. 10.13 players and everyone will additionally be able to find Barotrauma on Nvidia's GeForce NOW cloud gaming platform, starting tomorrow!
The .NET 6 runtime update only affects compatibility for MacOS 10.13 and 10.14, not other systems. Read more about the runtime update and its effects on MacOS in this earlier post.
[h5]v0.19.10.0[/h5]
Changes and additions: - Completely remade tutorials. There is now a Basics Tutorial to cover basics like moving, inventory and repairs. More specific tasks are explained in the Roles Tutorial, where every job has their own tutorial to go through, explaining what it means to be e.g. an Engineer or a Captain. - Added new mining missions, including some in the abyss. - Reintroduced separate local/radio voice chat keys as a legacy option. Now it's again possible to speak with voice activation by default and use a push-to-talk button for radio, the same way as before, by setting the chat mode to Local and using the new radio voice chat hotkey. - Device/item UIs can be moved around by dragging. - Allow using devices while on a ladder or sitting on a chair. - Changed reactor temperature bar colors (from blue to red). - Higher quality stun batons cause heavier stun. - Changed unit load device capacity to 12 (because the sprite has space for 12) and made them waterproof. - Changed fabricator skill calculations: the most inadequate of the required skills determines the fabrication time (instead of the average). - Made dying drop a characters' skills towards the maximum initial skill instead of minimum. - Added a new keybind for opening and closing the chat box. The default bind is B. - Added a warning if a new keybind overlaps with any of the player's existing binds. - Overvoltage makes devices perform better, increasing the output of engines, making fabricators, deconstructors and pumps operate faster, electrical discharge coils do more damage, batteries recharge faster and oxygen generators generate more oxygen. Encourages operating the reactor manually and hopefully makes it a little more engaging. - Added more randomness to junction box overvoltage damage, and made partially damaged boxes take more damage from overvoltage. Prevents all boxes from breaking at the same time, making overvoltage less of a pain to deal with and intentionally overvolting devices more worthwhile. - Added manual temperature adjustment buttons which immediately increase/decrease the temperature of the reactor for a brief amount of time on manual control (bumps the gauge up/down by a fifth, and the boost fades out in 20 seconds). Allows reacting to load fluctuations very quickly, and conserving fuel by operating the reactor at a lower fission rate – a new benefit to operating reactors manually. - Signals no longer set the fission and turbine rates of the reactor instantaneously, making automated reactor circuits less overpowered. They are still viable, but especially now with the addition of the extra incentives for operating the reactor manually, they're no longer as clearly the best and most efficient way to operate the reactor, making manual operation more worthwhile. - Made the "distort" camera effect a little less obtrusive and glitchy-looking (smoother texture + less heavy effect). - Made water-sensitive materials (lithium, potassium, sodium) spawn in waterproof chemical crates. - Made crates deconstruct much faster to make them easier to get rid of. - Sonar disruptions now hide minerals. - Grayed out ranged weapons' crosshair when reloading (similar to turret crosshairs). - Disabled the autodocking prompt (which verifies whether you actually want to dock when docking is initiated by an automated circuit) in single player. - Improved the way drag is applied on submerged items. Fixes heavy items dropping at unnaturally high speeds in water. - Added a splash effect when an item falls into water. - The deconstructor UI shows what the input items deconstruct to (particularly important now with the lossy deconstruction recipes - it can be risky to deconstruct something just to see what materials it gives out if that results in material loss). - Wall and device repair costs in outposts are calculated based on the amount of damage on your sub, instead of always having a fixed price. - Inflamed lung doesn't affect characters that don't need oxygen. - Added swarm behavior for crawler husks. - Added some more oomph to nuclear explosions. - Adjust the alpha of the outpost service icons according to distance to make it easier to estimate where the NPC is at. Show the title of the NPC when hovering the cursor over the icon. - Added "unlockmission" console command. - Added "setcampaignmetadata" console command (may be useful for modders creating custom scripted events for the campaign). - Changed how NPC "titles" work. Previously we defined "titles" for the pirates (e.g. "Pirate Lord" and such), and the title replaced the name of the NPC (which made their dialog a little awkward). Now we display both the name and the title over the character, and special outpost NPCs also have titles. - Gave diving masks to most NPCs. - Changed the burn overlay formula: now also the non-affected limbs get half of the effect, because the sharp contrast between limbs looked weird. - Restored the 3-shell Railgun rack as a legacy option. - Reworded the "respawn with penalty" prompt to make it less confusing: you always get a penalty to your skills when you die now, and Reaper's Tax is an "extra penalty" you get on top of that if you opt to respawn mid-round. The intention behind this is to incur a cost to respawning, as it shouldn't be possible to get unlimited free reinforcements and supplies mid-round. - Made SIGTERM close the linux server gracefully. - Made respawn items (suits, scooters) spawn in the respawn shuttle's cabinets when possible. - Show a healthbar on items (e.g. eggs and thalamus organs) when damaging them with handheld weapons (melee or ranged).
Submarines: - Added a new intermediate transport sub, Camel. - Added submarine tiers. Higher-tier submarines can be upgraded further than lower-tier submarines. - Overhauled and balanced submarine upgrades. - Added Large Weapon Hardpoints. - Added Flak Cannon and Double Coilgun as new Large Weapons. - Railgun is now considered a Large Weapon. - Added an upgrade that adds a mineral scanner to nav terminals and sonar monitors.cannon - Submarine class now affects which upgrades are available for the sub. - Removed the Deep Diver class: the way we see it, Deep Divers didn't have a clear enough role in the game, especially considering that hull upgrades served pretty much the same purpose. In practice, the only clear benefit of a Deep Diver was being able to get through the very last levels of the campaign, and having to switch to one just for that purpose wasn't fun. Now any submarine with full hull upgrades can get all the way to the end of the campaign. - Fixed messy wiring in Typhon 2's bottom left hardpoint. - Winterhalter and Remora are now Scout class ships. - Added some loose vents and panels to Herja, Winterhalter and Barsuk, fixed invisible "loose panel" (news stand) in Orca 2. - Fixed floating light component in Orca 2. - Medical fabricator now consumes 500 power on all submarines, to be consistent with other fabricators. - Updated prices of all submarines to match tiers. - Gave Typhon 2 better stats and even more firepower, to outclass the original Typhon. - Improved R-29's speed and gave it a Flak Cannon. - Added Large Weapon hardpoints to Berilia to make it a Tier 3 transport. - Tweaked the hulls and waypoints around Herja's top docking hatch to make it easier for bots to reach and weld. - Fixed a waypoint/hull issue in Typhon's stowage compartment (waypoint in such a tight space the bots couldn't reach it).
Balance: - "Mission cheesing" by repeatedly undocking and redocking to an outpost to reroll the mission events no longer works: new mission events don't reappear until one "world step" has passed (~10 minutes or traversing through one level). - Balance pass on handheld weapons: adjusted reload times, damages, stun durations, recoil and ammo stack sizes. - Reduced tools' structure damage (dual-wielded storage containers no longer chew through submarine walls in seconds). - Increased heavy ruin wall health to make it less easy to cheese your way into the artifact room in ruins. - Made boomstick fire in bursts of 2 (similar to deadeye carbide) to prevent ridiculous fire rates with quick-reloading. - Added EMP effect to nuclear depth charges for consistency. - Pulse Laser and Railgun now have similar power consumption as other turrets. - Changed how skill levels affect the quality of fabricated items. Previously having a skill level equal to or higher than the item's skill requirement would result in a good quality item, meaning that practically everyone could e.g. fabricate good quality oxygen tanks. Now your skill needs to be >20% from the minimum skill requirement towards 100 (e.g. if the item requires 20 skill to fabricate, 36 results in a higher quality item). - Reduced PUCS's radiation resistance from 100% to 90%. Complete invulnerability to radiation has way too much potential for exploits and overpowered strategies. - Adjusted supplies in pirate submarines. - Turned some weapons' burn damage into explosion damage. - Made the extra sales from "traveling tradesman" talent stack. - Terminal ignores empty signals. - Reduced commonness of molochs (as they can take a lot of time to kill, running into multiple of them can quickly become a chore) - Removed steel requirement for depth charges. Fabricate decoy depth charges from depth charges, rather than from the base material. - Reduced the Pulse Laser tri-laser bolt spread. - Explosions are now calculated differently, using the number of limbs to divide the damage (up to a maximum of 15 limbs). Adjusted explosion damage values to match new calculations. - Coilgun costs 5000 marks to install, Pulse Laser and Chaingun 6000. Large turrets each cost 7500 each. - Made mudraptor eggs modestly profitable for farming (decreased cost from shop, increased deconstruction yields). - Mineral yield and spawn rates rebalance: minerals found are now much more dependent on location (biome, cave, abyss). - Balanced existing mineral missions: adjusted rewards & required minerals, and required some minerals to be handed over to the outposts as proof of their existence. - Rebalanced Engine Force values to better match hull size. Most Scouts (Azimuth, Orca2, Remora, Winterhalter) are now faster. Humpback, Typhon and Orca are slightly slower.
Multiplayer: - Fixed missions sometimes unlocking in incorrect locations in MP campaign, making them either unselectable or causing a "mission mismatch" error when the round starts. - Fixed clients downloading submarines they already have from the server if the mods those submarines are in are not currently enabled. - Significantly sped up file transfers (mods, submarine files, campaign saves). - Clients who've recently joined (by default 2 minutes) are not allowed to vote to kick others, and vote kicking someone always requires at least 2 votes. - Servers don't allow selecting hidden jobs (jobs only used by NPCs) as job preferences. - The minimum kick vote counts are no longer rounded down. Previously if you had for example four players on the server and the minimum vote count set to 60%, kicking would require 2 votes, now it requires 3. - Fixed inventory and wallet resetting if a campaign round ends when a client's character has spawned, but the client is not currently controlling it (e.g. due to getting kicked to the lobby). - Fixed spectator checkbox overlapping with the character info if you get kicked to the lobby mid-round. - Fixed "kick" button staying disabled indefinitely if you vote to kick someone and the vote doesn't go through. - Fixed Steamworks publish tab showing the "free weekend" message when using Steam family sharing. - Minor tweaks to the end of PvP missions to make them a little less underwhelming: instead of ending the round immediately when one team is dead (without even giving enough time to see the enemy die), there's a brief delay, a message box and a camera transition to let the players see what happened. - Fixed PvP team assignment sometimes being wildly imbalanced, even when there were enough players with no preference to make the team sizes equal. - Fixed clients getting stuck in the loading screen if they happen to disconnect at the right moment between rounds. - Fixed bank balance not getting corrected if it's become desynced by e.g. client-side commands. - Fixed server not registering a client's character as disconnected if the client disconnects and reconnects before the round has fully started, causing the client to get stuck as a spectator when they rejoin. - Fixed clients disabling their client-side-only mods when they join a server. - Fixed hull/item repairs purchased from an outpost sometimes not getting applied client-side. - Fixed "missing entity" errors in a specific situation in multiplayer. Occurred when a respawn shuttle was enabled and loaded on the server (= i.e. in a non-outpost level), and a client disconnected and immediately reconnected. This would cause the client to deselect the respawn shuttle and make them start the round without loading one, leading to the "missing entity" issues due to the shuttle only existing server-side. - Fixed damage visuals not showing on characters who've died off-screen. - Fixed ability to upgrade the sub when there's a switch pending in multiplayer. - Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list. - Fixed spineling spikes fired by a human with spineling genes not damaging any human characters (enemies in PvP, pirates in pirate missions) when friendly fire is disabled. - Fixed "invalid ExecuteAttack message: limb index out of bounds" errors when you join a server where a character has fired spineling spikes with spineling genes mid-round. - Fixed "entity not found" errors if a shuttle or submarine ends up absurdly deep in multiplayer (>100 km). We don't even know how someone managed to pull this off. - Fixed rapidly clicking on the mission giver sometimes not giving all the available missions when the "Use" input is set to LMB. Happened because the conversation logic didn't check if there's another conversation active, causing the server to show a new conversation when clicking the NPC, without interrupting/continuing the previous conversation. - Made shockjock event only show for the player triggering the event (making it visible for everyone works kind of weirdly, when the event involves talking to an NPC next to the character who triggered the event). - Fixed outpost events getting stuck at the last ConversationAction if another client has finished the action.
Optimization: - Updated our runtime to .NET 6, which should yield significant performance improvements. Do note that this unfortunately means we'll have to drop support for macOS versions older than 10.15, but we have taken some measures to help the affected Mac players continue having access to Barotrauma. - Optimized afflictions that apply other afflictions on the character (e.g. radiation sickness, drunkenness, opiate withdrawal). - Optimizations to the talent system, particularly when the talent menu is open and when there's a large number of talents (e.g. when using mods that make all talents available to every class). - Physics optimization: fixed submerged items' physics bodies staying active indefinitely even after they've come to rest due to buoyant forces being applied on them constantly. Now we stop updating bodies that have come to rest on the floor and aren't light enough to float. - Optimized AI objectives that make bots fetch items (combat, contain item, decontain item, get item).
Submarine editor: - Fixed door gaps not appearing in the sub editor until you select the door. - Fixed sub editor background images not saving. - Fixed turret lightsource rotation not refreshing in the sub editor when flipping the item. - Fixed prefab placement breaking in the sub editor if LMB is held while moving the cursor outside of the selection panel. - Fixed several instances of janky UI interactions in the submarine editor: dragging the selection rectangle now works even if the cursor reaches into the prefab list; letting go of a dragged entity works even if the cursor reaches into the prefab list; the dragged entity no longer goes invisible when reaching into the prefab list. - Made PowerContainer recharge speed always default to 0. - Fixed adding resizeable items (like ladders) not being registered in the sub editor's command history, preventing undoing it. - Changed default reactor output from 10,000 kW to 5000 kW. - Decreased Winterhalter reactor output and increased its fuel consumption rate. - Fixed some gap issues in Winterhalter. - Fixed medics not having access to the toxin cabinet in Barsuk. - Fixed medic, engineer and mechanic spawnpoints having no tags in Typhon. - Fixed crashing when trying to multi-edit a string value in the sub editor. - Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the sub editor. - Fixed screwdrivers and wires in your "inventory" being included in the total item count in the sub editor's wiring mode. - Fixed entities that were below the cursor when starting to resize a structure staying highlighted during resizing. - Fixed sub editor treating the autosave interval as minutes instead of seconds (saving every 300 minutes instead of 300 seconds).
Fixes: - Fixed "power flowback" issue in turrets. As of the power rework, wires connected to the same input or output pin of a device are considered to be in the same grid, which in practice meant a turret could be connected to another supercapacitor through the power_in connection of another turret, even if there was no direct connection between the 1st turret and the supercapacitor. Now the turrets (and electrical discharge coils) need to be wired directly to the supercapacitor. - Fixed brief freezes when monsters spawn mid-round. - Fixed turrets linked to the same loader messing up the upgrade store UI and causing item swaps to cost more than they should. - Fixed submarines always saving in the root folder of a local mod, instead of the subfolder they were originally in. - Fixed Reaper's Tax not stacking. - Fixes to ruin decals in a bunch of ruin modules. - Fixed a waypoint issue in the Alien_Entrance3 ruin module. - Removed oxygen tanks from DockingModule_01_Colony. - Fixed duct block's misaligned broken sprite. - Fixed status monitor calculating linked hulls' water amounts incorrectly (displaying the average of their water percentages, which isn't correct if the hulls aren't the same size). - Fixed inactive components (components not currently sending any signal) not reactivating if their output is set to a non-empty value. - Fixed missing gap in SecurityModule_02. - Fixed lack of outpost events in difficulties past 80 (which no longer occur normally but still exist in old saves and mods). - Fixed lithium and magnesium descriptions. - Adjusted hulls in DockingModule_02_Colony to prevent bots from jumping off the ledge. - Fixed motion sensors detecting pets as monsters (pets are now a separate target type). - Fixed helmets not protecting against concussions. - Fixed safety harness not protecting against lacerations. - Fixed increasing an item's HealthMultiplier not increasing the current condition (so e.g. doubling the item's max health would cause it to have 50% condition). - Fixed successive event dialogs in the same prompt scrolling the prompt back up and then down. - Fixed missing "pirateclothes" inventory icon. - Made bots better at figuring out which button controls a door when there's some complex circuit involved. Previously the bots would try to find a button connected to any of the door's connections via wires/circuits, now only the toggle and set_state inputs are considered. - Bots now clearly prefer using buttons linked to the door in the sub editor. Can be used as another way to help bots figure out which button they should press in situations with multiple buttons and complex door control logic. - Fixed bots failing to find a path to a couple of spots on Herja. - Fixed alien materials (physicorium, incendium, fulgurium, dementonite, paralyxis) not being shown on the mineral scanner. - Another fix to cave generation to prevent it from creating impassable paths. - Fixed inability to use manual assignment for bot orders with options. - Fixed all boolean components (And, Or, Xor) using the And Component's tooltip for the "timeframe" property. - Fixed boolean operator component (And, Or, Xor) timeframes not working correctly in some situations (non-zero timeframe, empty false output). The component would deactivate as soon as it stops sending an output, which could prevent some inputs from timing out (meaning that the component could send a signal again as soon as it receives signal A, even if signal B hasn't been received within the timeframe). - Fixed PUCS consuming the medical item inside it when a welding fuel or incendium tank is inserted. - Fixed a level generation issue that sometimes made the level impassable if there happened to be a cave right above the outpost. - Fixed holes on sloped walls being impossible to pass through when you're swimming straight down/up (or straight right/left depending on the wall): the walls are technically considered either horizontal or vertical (depending on the angle of the slope), and you would have to swim in a direction perpendicular to this "technical" direction of the wall. - Fixed retrying the Hognose mission making a new Hognose join your crew every time. - Fixed idling NPCs sometimes getting stuck on ladders. - Fixed mirrored turrets being displayed backwards on the status monitor. - Fixed character's hands getting "stuck" if you handcuff yourself while dragging someone. - Fixed dragged character's arms not being pulled towards you, making it look like you're dragging them without touching if you run or walk away while dragging. - Fixed dragged bots slowly moving constantly, preventing them from switching to the normal standing pose. - Fixed bots having trouble fixing leaks in multi-hull rooms: they were required to be in the same hull as the leak, which prevented them from fixing leaks in e.g. R-29's bilge. - Fixed combat missions not ending the round if both crews are dead. - Fixed bots stating the name of the character they're firing at with turrets, making it seem like they know the name of every pirate they come across and magically recognize them through the walls of the enemy sub. - Fixed Chaingun rotation speed not being affected by the weapons skill. - Fixed crashing when using ':' in item assembly names on Linux platforms. - Fixed ImmuneToPressure ability flag being ignored on characters who don't need air (in practice meaning that you can get killed by pressure if you get huskified even if you have a talent that makes you immune to pressure). - Fixed geneticmaterialcrawler_unresearched3 producing mudraptor genes. - Fixed linked subs still sometimes getting placed on the wrong side of the docking port when switching subs. - Fixes to ruin door connections, wiring and connection panels. - Fixed "insurance policy" giving the money to the dead character instead of the bank. - Fixed damage to mirrored wall pieces resetting between rounds. - Increased the minimum width of cave tunnels to prevent impassable paths. - Fixed deconstructor input slots becoming unlocked when starting a new round while the deconstructor is running. - Fixed Grenade Launcher quality doing basically nothing, because it increased the minuscule amount of blunt force trauma the grenade causes on impact instead of the explosion damage. - Fixed vitality modifiers not being taken into account in the readings in the health interface. For example, gunshot wounds on the head cause a x2 larger vitality drop than on other limbs, but this wasn't displayed on the health interface. - Fixed Planet Neon Sign sprite bleed. - Fixed level resource spawn rate not properly respecting the resource spawn chance values of level generation parameters. - Fixed some text overflows in the hiring menu when using a small HUD scale. - Fixed name on an ID card resetting to the original name if you rename a character and then start a new round. - Fixed handcuffs in the backmost hand being drawn in front of the character. - Fixed water splashes appearing in an incorrect hull when a character's limb moves from a flooded hull to another hull, where the limb is no longer underwater. - Fixed crashing when a signal causes a wired item to be dropped (e.g. when you attach a detonator to a destructible ice wall and blow it up). - Oxygen generators and shelves don't fill up oxygen tanks when on fire. Caused repeated explosions when the tank constantly refilled and re-exploded. - Fixed "gene harvester" and "deep sea slayer" working on all enemies, not just monsters. - Fixed floating point inaccuracy sometimes preventing items from being used as fabrication ingredients (e.g. an oxygen generator may sometimes only fill tanks up to something like 99.9998%, which prevented it from being used in recipes that require a full tank). - Fixed item picking timer (e.g. detaching an item from a wall) ticking down when the game is paused. - Fixed outpost supply cabinets missing the oxygen tank spawns. - Made the water current outside the levels start from the same point where monsters start heading towards the level, to make sure monsters can't escape too far from subs with a weak engine. - Fixed hardened diving knife recipe. - Fixed probability multiplier not being shown in wearable tooltip if the damage multiplier is 1. - Yet another attempt to prevent beacon missions from failing for apparently no reason: sonar monitors won't get damaged by water after the beacon's been activated. - Fixed text selection in a textbox stopping when the cursor goes outside the box. - Fixed fire, breach and intruder report icons not being shown to anyone. - Fixed missing/unwired lighting in ResearchModule_02_Colony. - Remove particles when switching screens (otherwise e.g. particles from the previous round are still in the level if you happen to be looking at the right spot). - Thalamus or ice walls can't be welded. - Quick-reloading tries to reload the item whose contained items have the lowest condition. In other words, if you've equipped 2 weapons, quick-reloading reloads the one with the least ammo instead of the one that's the first in your inventory. - Fixed erroneous dementonite and depleted fuel tool recipes. - Fixed swapping a scaled turret/hardpoint causing the new one to be misplaced. - Fixed inability to upgrade the sub or do maintenance if you buy and opt to switch to a new sub, and then go to the submarine switch terminal to cancel the switching. - Fixed stolen items becoming non-stolen when deconstructed. - Fixed ItemContainer UI popping up (with no visible inventory slot) when you pick one up, e.g. picking up a detonator from the floor. - Fixed "[E] Rewire" hover text being shown on attachable items that haven't been attached to a wall (even though they can't be rewired until attached). - Fixed trying to bind multiple console commands to the same key with the "bindkey" command crashing the game. - Fixed high-quality revolvers having no difference to normal-quality ones. They should get a 10% damage boost per quality level but didn't, due to incorrectly configured quality stats. - Fixed multiple monster missions sometimes spawning the monsters close to each other, causing them to attack each other. - Fixed monsters sometimes using the wrong animation parameters while idling (or moving slowly). - Fixed nuclear depth decoy using the same sprite as the normal depth decoy. - Fixed fractal guardian VitalityMultipliers being configured incorrectly (using the "type" attribute but with affliction identifiers instead of types). - Fixed incorrectly sized thalamus wall colliders, added background sprites to the walls. - Fixed "tried to overwrite a submarine that's not in a local package" error when loading and trying to save a submarine autosave file. - Fixed location portraits sometimes not showing up in the mission tab. Happened when we initialized the mission tab before the portrait had been loaded. - Fixed Coilguns and Chainguns not always playing the firing sound when fired. Happened because their audio clips were so long (albeit mostly silent) that firing them continuously led to a ton of clips playing simultaneously, exhausting the available audio channels. - Fixed monster missions' sonar marker being placed incorrectly if a monster ends up inside the sub, making it look as if the monster was far outside the level. This often made it look like the monster was moving away from the sub when trying to approach its position as it appeared on the sonar? - Fixed bandolier (and other items that give bonuses when worn) giving bonuses when the item is held. - Fixed mod texts being briefly misaligned when scrolling down the list of unpublished mods. - Fixed light sprite rotation not getting refreshed when placing an attachable item on a wall when lighting has been disabled with console commands. - Fixed supercapacitors showing 1% as the initial recharge rate because the recharge rate defaulted to 10. - Fixed some ending options of the "good samaritan" outpost event not ending the event. - Fixed random (non-mission) events disappearing from outposts when you save and quit.
The Hoist the Sails update is almost here, with performance improvements, changes to submarines, an entirely new in-game tutorial, and more.
Performance update
We’re updating Barotrauma’s .NET runtime to a new version to improve overall performance, and we’ve also been working on a number of optimizations to address specific problem areas, such as large numbers of items, talents and physics.
Changes in the shipyard
The update comes with many changes to submarines and submarine upgrades:
A new early-game Transport submarine, the Camel.
Improved submarine upgrades.
The Deep Diver class is being removed, and Deep Divers become Scouts. Sub builders can choose a different class for their custom Deep Divers in the Submarine Editor.
A submarine tier system to designate how advanced a sub is. Tier is automatically assigned based on a submarine’s price, but it can be adjusted in the Sub Editor.
New and bigger guns!
Reworked tutorials
To help new players get on board more easily, we’ve reworked the in-game tutorials.
A separate basic tutorial to cover movement, inventory, and other fundamentals not related to jobs.
More nuanced role tutorials for each job to teach their purpose and responsibilities in more depth.
The new role tutorials can be done in any order, so you can focus on the ones you want to learn at any time.
What else is new?
There are also many smaller changes and improvements coming. You will be able to…
drag and reposition user interfaces for items in-game
use devices while sitting in a chair or climbing a ladder
go back to the legacy voice / radio chat keybinds if you so choose
see what materials an item deconstructs to before breaking it down.
We’ve also addressed lagging upon monsters spawning, which gave away the surprise, and made multiple networking improvements to help with multiplayer stability.
Read more about all of these and more on our blog and stay tuned for Hoist the Sails coming soon!
The next update will feature many submarine-related changes and additions, such as guns and upgrades as well as the introduction of submarine tiers, a new system of classifying submarines in terms of how advanced they are. Let’s take a look!
New guns! We’re adding two new large turrets: the double coilgun and the flak cannon. These together with the railgun are the new large weapons, which can only be mounted onto the new large hardpoints.
The Camel, a new Transport submarine, is being added. The other submarine classes have affordable starter options, and now the Transport class does too.
The Deep Diver class of submarines is being removed, and all the submarines in this class will become Scouts instead. Only Deep Divers have been able to get through the last few levels of the campaign, because even the fully upgraded hull of a ship other than a Deep Diver did not offer enough pressure resistance. We want to change that and allow you to finish the campaign by upgrading the ship of your choice.
The submarine upgrade system has got some adjustments to make individual upgrade levels count for more, and for all the different upgrades to stand out better. Different classes of subs also get slightly different upgrades, giving classes more purpose and identity.
Submarine tier, a completely new classification system, is being added to designate submarines as high or low end. Tier and class together determine how much you can upgrade a submarine, adding depth and dimension to the submarine system as a whole. Tiers will be assigned automatically to all existing subs based on price.
Want to find out more? Head over to our blog for a more detailed introduction of all the new content and features, and take a look at them in action in the Unstable test version. All these changes in the shipyard will be released in the next update, coming in early October!
The next Barotrauma update is coming in early October, and among other things, it will include a big change under the hood: we’re updating our .NET runtime to a new version, and this should yield significant performance gains. Combined with the ongoing optimization work, the .NET runtime update will help to make the game run considerably more smoothly for most players.
[h4]GeForce NOW[/h4] Another exciting change is bringing Barotrauma to Nvidia’s cloud gaming platform GeForce NOW. While this will have no impact on those who can run Barotrauma on their systems currently, it will open possibilities for players on officially unsupported systems to get into playing. We’ve received a number of requests about this over the years and are happy to be making it happen now – you’ll find Barotrauma on GFN in the coming weeks.
[h4]To MacOS players[/h4] Unfortunately the mentioned runtime update comes with a downside for players on older Mac systems: because the .NET 6 runtime does not support MacOS older than 10.15, Barotrauma will not be able to support versions 10.13 and 10.14 either, and we need to raise our official minimum technical requirements to match.
We’re very sorry to be cutting support for systems we have previously supported, but this change is inevitable: as the runtime is a core technology that the game relies on, and it has already dropped support for these systems on its end, we will have to follow suit sooner or later. We’ve decided to go through with the runtime update now, while still in early access, rather than later when it might affect a larger number of players.
[h5]Compatibility branch[/h5] To help the affected Mac players continue having access to Barotrauma, we’re creating a compatibility branch which allows MacOS 10.13 and 10.14 users to keep playing the current version of the game. To our knowledge, 10.14 users should also be able to update their systems to stay compatible.
Additionally, the GeForce NOW access should help bridge the gap for players on the affected operating systems, and we hope these measures put together will take the worst of the edge off. MacOS 10.15 or newer, or other operating systems, should not experience any difficulties with the new runtime.
We’ll be back with more news about the update over the coming weeks. Stay tuned, and let us know in the comments if you have any questions!