Now that we’ve introduced the Coalition and the Separatists, it’s time to lift the veil on the two more mysterious groups present on Europa. Where the two main factions are political and military organizations, the Church of Husk and the Children of the Honkmother are more akin to religious sects.
The Church of Husk centers around the worship of the Velonaceps Calyx parasite. Members of the Church believe that the only way for humans to survive on Europa is to adapt to its hostile environment by forming a symbiotic relationship with the husk parasite. They believe that by combining with the husk, humans can transcend the limitations of their frail bodies and evolve into a human-husk hybrid more suited to life on Europa. Is it even possible to survive their communion? Many have died trying, but the Church of Husk has not lost faith.
The Children of the Honkmother are possibly even more esoteric. They dress up in clown apparel, red noses and all, and spread merriment and disorder in equal measures. There are many stories about how there came to be clowns on Europa, but ultimately no one knows the real answer. The clowns themselves simply say they “heed the call of the bikehorn” and toot it with regularity in the name of their mystical deity, the Honkmother. Are they the greatest philosophers of all, or the greatest pranksters?
While not in open conflict with one another, followers of the Church of Husk and the Children of the Honkmother do not see eye to eye. Their worldviews and methods of spreading their message put them at odds with each other, while the Separatists and the Coalition shun both cults equally.
Both the Church of Husk and the Children of the Honkmother will have their own enclaves in outposts in Barotrauma 1.0, as well as their own story, missions, events, items and reputation. For more information on the outcasts of Europa and new sneak peeks at the faction overhaul features, check out [url= barotraumagame.com/announcements/outcasts-and-eccentrics-of-europa/]our blog![/url]
The time is almost here, and we can finally tell you that Barotrauma is coming out of Early Access on Monday, March 13, just two weeks from now.
Are you ready? We are shaking in our diving suits! We’ve spent almost a year working on the upcoming 1.0 update, and we can’t wait to hear what you think about it. It introduces the faction overhaul, which we have been teasing in recent weeks, and a proper ending to the campaign. What’s really down in the depths? Definitely not just a doomworm, but we don’t want to spoil the surprise.
After almost four years in early access and closer to a decade in development, March 13 is going to be a huge day for us and Barotrauma. Four people from our team sat down in front of a camera to tell you a bit more about that journey. Take a look at this behind the scenes video for our story!
Thank you for sailing with us for so long. The end of Early Access is not the end of our development, and we still have more updates planned after 1.0, but now it’s time to say: Welcome to Europa.
Last week, we wrote about the Europa Coalition and their history. Now it’s time to take a closer look at their rivals: the Jovian Separatists.
When the Europa Coalition was gathering influence, their main political rival was the Jovian People’s Movement. In contrast to the Coalitions’ idea of an autocratic system, the JPM wanted to establish a democratic government on Europa through nonviolent means.
Following a tragic accident that claimed the lives of many JPM supporters, the Coalition was able to win the general election and become the main political power of Europa. This sparked suspicion, unrest and conflicts between the Coalition and JPM supporters, and the movement was eventually declared a terrorist organization. Thus, the Jovian Separatists came to be.
The Separatists’ aim is to overthrow the established regime and challenge the status quo. Over the years leading up to the start of Barotrauma’s events, they have splintered into smaller groups around Europa, some engaging in guerrilla warfare against the Coalition, some favoring more diplomatic methods.
Will you fight the good fight against the Coalition, and help the Separatists on their way towards a more democratic Europa?
For more detailed information on the Separatists and sneak peeks into a few upcoming features of Barotrauma 1.0, head over to our blog!
One of the big additions in Barotrauma’s 1.0 update will be an overhaul of the faction system, complete with new missions, events, and more. Let’s take a look at all the different groups, one by one, starting with the Europa Coalition. Who are they and where did they come from?
A few decades before the events of Barotrauma, the Coalition started out as a trade agreement between two prominent settlements on Europa, with some help from private paramilitary groups. They expanded their reach rapidly and aggressively, seizing control of important trade routes and other settlements. This has led them to become the de facto Europan superpower, governing civil society, trade and manufacturing with an iron fist.
The Coalition strives to preserve humanity on Europa, and they work tirelessly to maintain some semblance of peace and stability on the moon. Known to resort to ruthless tactics, however, the Coalition is not without its enemies.
Will you choose to fight for the Coalition, dispose of dissidents and help keep Europa safe?
Head over to our blog to learn more about the Europa Coalition, and get a sneak peek at some of the upcoming faction overhaul features!
The pre-patch for Barotrauma 1.0 has just been released. It brings with it…
Additions and quality-of-life changes such as transparent diving suit visors, better support for playing multiplayer campaign without a host, and more.
Reworked poison system: poisons can be applied to monsters, giving the medic more tools for combat.
Changes to the targeting logic and skill and item requirements of status effects.
The changes in this update will require some mods that use status effects to be updated. For a detailed description of what exactly has changed and how to make your mods compatible, please see this forum post.
Read more about the pre-patch in this earlier post, and check out the full list of changes just below. Be sure to update your game to the latest version and stay tuned for release sneak peeks in the coming weeks!
0.21.6.0
Changes: - Some submarine upgrades cost materials in addition to money. - Crush depths are displayed on the submarine switch terminal. - Miscellaneous fixes to all translations. - The "max missions" campaign setting is restricted to a maximum of 3. - Minor improvements to ragdoll animation when falling prone due to stun/unconsciousness/ragdolling. - Revisited the skill requirements and the OnFailure conditions on welding tool, plasma cutter, flamer, and steam gun. Flamer and steam gun now apply burns on the user only when they don't have enough skills to use the item. All these items are now less efficient when used with low skills. - Changed Alarm Buzzer sound to differentiate it from the diving suit warning beep. - Depth charge tweaks: require UEX, increase non-contained item explosion radius and damage, allow quality to affect explosion, increase pricing. - Reduced Flak Cannon effectiveness (in particular Spreader Ammo and Explosive Ammo), against large enemies in particular. - Lights flicker when hit by EMP. - Large monsters no longer drop the loot when they die. This was implemented as a workaround to it being difficult to grab large monsters, but now they're much easier to grab - you can grab them anywhere near their main limb, instead of having to find the "origin" somewhere at the center of the monster. - Bots now prefer PUCS over the other diving suits and the other diving suits over exosuit. - Made drinks and other consumables work more consistently. - Adjusted the aim poses used while holding certain melee weapons. - Harpoons: Adjusted the damage on walls and the projectile launch forces. Spears can now stick to the walls. Inversed the reeling logic: ragdoll key = reel in.
Poison overhaul: - Reworked most poison afflictions with the goal that a medic can now use them offensively on monsters and humans alike. - Sufforin, Morbusine, Cyanide, Paralyzant now work on most monsters. Bigger monsters are generally more resistant than the smaller. - Sufforin poisoning: Slowly makes the target fall sick. Eventually leads to death. Stronger monsters may recover. - Morbusine poisoning: Kills the target relatively quickly from gradual oxygen deprivation/organ damage. Stronger monsters may recover. - Cyanide poisoning: Doesn't do much at first, but progresses rapidly and kills the target suddenly. Lethal even to the strongest monsters. - Paralysis: Advances more quickly than previously. Effective even on larger monsters. (Leucocytes don't always apply enough paralysis for it to progress. They also use a version of the affliction that progresses using the old, slower speed.) - Poisons (and paralysis) now wear off when the affliction level is low. - Made medic AI react sooner to treat poisons. - Attempts to poison the target can now fail when the user has a low medical skill. - Added a short cooldown to applying medical items. Prevents being able to spam medicine (or poisons) at a nearly unlimited rate. - Adjusted the syringe and stun gun dart trajectories. - Reworked the weapons and the medical skill gains: instead of always increasing the weapons skill when a target takes damage, afflictions like poisons now increase the medical skill. Also applying the buffs now increases the medical skill. The skill increases are defined per affliction. - Fixed the skill gains on low levels (0-15) being ridiculously high.
Talents: - Fixed "Down With the Ship" sometimes having an incorrect description. - Fixed "Bounty Hunter" and "Logistics Expert" not giving 15% experience bonus. - Pet raptor eggs can be fabricated from raptor eggs of any size. - Fixed Flamer being craftable by anyone, even though it should only be possible with the "Pyromaniac" talent. - Fixed ability to move in an unpowered exosuit when you've got any speed buff. - Fixed "True Potential" and "Chonky Honks" not requiring clown power to work. - Reduced the chance of finding genetic materials with the "Gene Harvester" talent, fixed genetic materials sometimes being found on defense bots. - Fixed "Spec Ops" not working properly with shotguns and other weapons that fire multiple projectiles per shot. Only the first projectile that hit did double damage. - Fixed some parts of Hemulen and Venture not flooding properly. - "Mass production" talent only applies to items in the "material" category. Fixes e.g. recycle recipes sometimes allowing you to keep the original item. - Fixed "Lone Wolf" not giving any damage/stun resistance. - Fixed "Scrap Savant" having a 80% chance of finding scrap instead of 20%. - Fixed "Steady Tune" not doing what the description says (giving a constantly diminishing 7.5% resistance instead of 60%), made the talent give 100% immunity instead. - Fixed "Multifunctional" talent not giving a boost to crowbar damage. - Fixed inaccurate "Unstoppable Curiosity" and "Ph.D in Nuclear Physics" descriptions. - Fixed skill boost from "Journeyman" not matching the value in the description. - Fixed "Quickdraw" damage bonus. - Fixed inaccurate "Journeyman" description. - Fixed "Oiled Machinery" not increasing fabrication speed. - Fixed tinkered doors requiring a higher condition percentage to become repaired. - Fixed "Drunken Sailor" not protecting entirely from the negative effects of drunkness.
Multiplayer: - Better support for playing the MP campaign without a host or someone with campaign management permissions on the server: - You can vote to end the round in the campaign as well. - Automatic restart works in the campaign mode as well. - Anyone can manage salaries if there's no-one allowed to do it. - If there's no host or anyone with permissions in the server, anyone is able to setup a new campaign. - Campaign can be voted for when game mode voting is enabled. - Made ragdoll syncing more robust: reduces cases of teleportation/desync when manually ragdolling the character in multiplayer. - Fixed rejoining clients not regaining control of their character even if the character is still alive, if the client's IP address has changed. A respawn would also not trigger. - Fixed "failed to write a network message, too much data is being stored in SegmentTable" errors that could occur in various situations: for example when the host has a large ban list, lots of submarines, and when rewiring a device with lots of connections. - Fixed "Create new character" button not appearing in the tab menu when dead or spectating. - Fixed clients not entering the server lobby if they accept a server invite during a single player round or tutorial. - Fixed inability to join IPv4 servers when IPv6 is disabled. - Fixed hidden submarine list sometimes desyncing if you have specific custom submarines. - Fixed characters spawning with their inventory, skills, etc intact if they die during a round and the round ends when the client is no longer in the server. Or, to put it another way, spawning as if they hadn't died at all. - Fixed an issue that prevented some dedicated servers from appearing in the server list. - Fixed chat-linked wifi components not receiving order and report messages. - Save the server settings after starting up the server to create the default settings file if it doesn't exist, instead of only when the server is shut down or the settings changed. - Fixed list of hidden submarines sometimes desyncing. - Fixed inability to start Linux dedicated server using LinuxGSM due to an incorrect EOL character in DedicatedServer.exe.
Bugfixes: - Fixed high-quality items spawning earlier in the campaign when playing with a higher campaign difficulty setting. - Fixed multiple issues in the tutorials: missing text, events not progressing when not following tutorial's steps, infographics usability issues. - Fixed attacking with a melee weapon making you unable to turn (flip) for a while. - Fixed ragdolling affecting the character's velocity, allowing it to be used as a way to avoid fall damage. - Hull fixes to vanilla subs and wrecks. - Fixed alien flares practically never spawning in ruins. - Fixed status effects defined inside an attack definition still using the old OnUse/OnFailure logic instead of OnSuccess/OnFailure. - Fixed "save as item assembly" and "snap to grid" buttons taking cursor focus in the sub editor even when they're not visible. - Fixed inability to launch custom dedicated server executables from the main menu on mac and linux. - Fixed inability to drag and drop items from the entity list to small containers (such as battery charging docks) in the sub editor. - Fixed item condition not decreasing client-side if the condition decreases very slowly: for example when using a thorium rod with the "Cruisin'" talent. - Fixed flares still emitting light after running out. - Fixed Electrical Discharge Coil preview not working in the sub editor. - Fixed alien flares not activating when clicking LMB. - Fixed crawler's arms getting broken when the character flips (turns) in water. - Fixed the recycle recipe of flak explosive ammo. - Fixed misaligned shells in wrecked railgun shell rack. - Fixed misaligned light component light sprite. - Fixed crashing if the select audio device is disconnected while in the initial loading screen. - Fixed inability to sell genetic materials that aren't 100% refined. - Fixed liquid oxygenite exploding too easily. - Fixed Hemulen's bottom airlock never fully draining. - Fixed incorrect damage values in "Genetic Material (Hunter)" tooltip. - Fixed exosuit not playing the warning beep when low or out of oxygen. - Fixed "taste test" event showing for everyone and not progressing past the 1st prompt. - Fixed "special training required" and "too many of this item" messages being shown to everyone when someone tries to place a portable pump. - Added a pump to RemoraDrone's engine room, otherwise it's impossible to drain. - Fixed some lighting sprites appearing dimmer than they should (most notably, junction boxes and supercapacitors). - Fixed submarine's crush depth being displayed incorrectly on the campaign map when a submarine switch is pending: the hull upgrades of the current sub weren't taken into account, even though they carry over to the new sub. - Fixed item assembly descriptions not showing up in the sub editor unless they're configured in a text file. - Fixed rapid fissile accelerator ammo causing an explosion when launched, instead of when it hits something. - Fixed bots sometimes trying to contain multiple ammo boxes when reloading turrets (also affected other items). - Fixed "Manually Outfitted" not doing anything when starting a campaign. - Fixed guardians trying to heal themselves in inactive pods (not destroyed pods, but ones deactivated via wiring). - Fixed bots having trouble with fixing Barsuk's top hatch and leaks around it. - Fixed sprite bleed in turret icons. - Fixed radio channel presets resetting between rounds. - Fixed some lines in the "shockjock" event being shown to everyone. - Fixed radio noise playing even if you don't have a headset. - Fixed hitscan projectiles going through subs when you're firing from inside another sub. - Fixed lights set to flicker/pulse eventually getting out of sync even if they're set to the same frequency. - Fixes to submarine preview: wires are now visible, scaled doors work correctly, camera is now correctly centered on the sub when opening the preview. - Fixed the affliction type of some afflictions (like drunk) being "poison", causing them to be treated as poisons. They are now "debuffs" instead. - Fixed defense bots not attacking pirates or bandits. Also fixed them not protecting the owner when attacked by the outpost guards. - Fixed bots not knowing how to handle diving suits that don't have an oxygen tank inside them. Now they should be able to use them and refill them with an oxygen tank.
Modding: - Added a button for updating core mods into the Mods menu. - Addressed various inconsistencies, issues and limitations in how status effects are used in certain cases: - Status effects defined for attacks with the type "UseTarget" now correctly target the use target, instead of the attacker like they used to. - Changed the status effects of type "Character" to "UseTarget" for MeleeWeapon and Projectile components. The motivation behind this change is that previously we couldn't target the attacker at all within these item components, which might be desirable for some melee weapons. - MODDERS, PLEASE NOTE: Effects that target "Character" in the previously mentioned components now affect the user - if that's not the intention, the target should be changed to "UseTarget". - The use target can now be a character, an item, or a structure, depending on the context. This allows effects that weren't previously possible, but due to it we'll now need to introduce some restrictions in the definitions in some cases. For example, we might want to use a conditional to check whether the target is of the right type, before triggering the status effect (<Conditional entitytype="eq Character"/>). - Added a new attribute for the MeleeWeapon component, "HitOnlyCharacters", which can be used for ignoring the hits to walls and items entirely. - Due to the changes, some status effects that previously worked, might now need the "AllowWhenBroken" set to true in the definition to keep them working as they used to. So e.g. the "OnImpact" doesn't work anymore on your custom explosive, try that. - Fixed crashing when trying to place a wreck with no hulls in a level. - Fixed mod descriptions getting truncated to 255 characters when selecting an already-published item in the Mods menu. - Fixed HMG's requiring hmgmagazine instead of any item with the type "hmgammo", making the use of modded ammo impossible without overriding the gun too. - Fixed crashing when an upgrade tries to increase an integer value. - Changed the affliction type of some afflictions, which might have implications on mods if they targeted them by type. - Added AimAngle on Holdable item components. Can be used for defining a different hold angle for the aim and the rest poses. Note that on Holdables, the angles are mutually exclusive (defined separately), but on MeleeWeapons they are cumulative (added together). Therefore, no need to change the existing items! - Fixed <Use/> definitions not triggering the status effects that have the target type "UseTarget".
We are excited to tell you our 1.0 release is coming this spring. Before that, we’re releasing a pre-patch that includes some final fixes and changes that we wanted to release while still in Early Access.
For many players, the most noteworthy additions in this pre-patch are reworked poisons and status effects. Unfortunately, these changes mean that some mods will not function properly until the creator updates them. We’re sorry for the inconvenience, but we hope that by releasing these changes in advance, we give all modders enough time to update their mods before our big release!
Poisons
Monsters can be infected with poisons, making poisons and the medic class more useful in combat.
Poisons have been redesigned to provide more interesting and varying effects, and the overall strength of poisons has been adjusted.
Applying poisons will increase the players’ medical skill.
Status effects
Changes to the overall targeting logic of status effects.
Status effect skill and item requirement checks have also been changed.
These changes will require some mods that use status effects to be updated. Please see this Steam forum post for more details.
Other changes and additions
Transparent visors for diving suits.
Modified clients are no longer able to pick up unpickable items.
Some submarine upgrades now cost materials or items in addition to money.
Better support for playing the multiplayer campaign without a host or someone with campaign management permissions on the server.
Important information about Barotrauma 1.0
In preparation for our 1.0 release, we are going to adjust Barotrauma’s pricing on Steam in two weeks, on February 10. What this means is that the next two weeks will be the last chance to buy Barotrauma at its Early Access price – and we have a new discount period starting today to give everyone one last good deal on the game before we reach 1.0. Please tell your friends if they have been waiting to dive in! The price increase will not affect anyone who already owns Barotrauma.
We've just released a few quick fixes to address issues found after the release of the Holiday Update last week. See the changes below and be sure to update your game to the latest version now. We wish you smooth sailing!
v0.20.16.1
- Fixed console errors when firing a Flak Cannon using spreader ammo in multiplayer. - Fixed non-hitscan projectiles going through doors. - Fixed electrical discharge coils hitting characters very unreliably, unless the character happens to be right next to a wall. - Fixed makeshift shelves being containable in crates and cabinets, allowing for infinite recursive storage space. - Fixed the effects of the "Grid Maintainer" and "Egghead" talents. - Fixed incorrect "I Am That Guy" description (it gives a flat 20 skill bonus, not 20%). - Fixed "Cruisin'" talent increasing fuel consumption by 10% instead of decreasing it by 20%. - Optimized Steam Workshop queries done by the game (less bandwidth usage and stress on Steam's servers).
The holiday season is almost upon us, and Barotrauma’s Holiday Update 2022 has just been released. Please be sure to update your game to the latest version for…
New campaign tutorial to guide new players on their first mission
Reworked talent system with 50 new talents and many improvements and additions
Many kinds of smaller improvements, like new monster loot, new guns, and more.
Find out more about the update in this earlier post and check out the full list of changes just below (only in English). We wish you a relaxing holiday season and a happy new year!
v0.20.14.0
Talent overhaul: - Redesigned and rebalanced talents: lots of new talents, changes and balancing to existing ones and replacing some of the more broken ones with new ones. - Redesigned talent tree structure: there's now a selection of "generic" talents, and after you've unlocked 4 of them, you can choose a specialization talent tree. After completing a specialization tree, you can choose another one. - Lots of new talent-related items and 2 new pets. - Players can select talents for bots in multiplayer. - Anyone can fabricate the items bots have unlocked using talents.
Balance: - Slightly adjusted values of handheld weapons. -- Damage values of weapons have been adjusted to be more in line with their cost -- Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls). -- Improved ammo availability for basic weapons. -- Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes. – Made some weapons available later in the game to increase the feeling of progression. - Slightly adjusted values of apparel (armor, clothing, diving suits) to better highlight strengths and weaknesses. -- Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances. -- PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths. -- Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair. -- All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit. - Chance of finding good/excellent/masterwork quality items in higher-difficulty levels. - Plasma cutter is now much better at cutting. - Rebalanced damage dealt by tools. Damage should be a bit higher overall. (don't actually try to fight mudraptors with a wrench though)
Tutorial improvements: - A new campaign-integrated tutorial that teaches the basics of the campaign mode in the first outpost. - Various fixes and improvements to the Basic and Role tutorials. - Added popups when completing tutorial chapters that allow you to restart or continue and to return back to the menu. - Added a reactor infographic designed to help new players better understand the reactor interface. It's accessible through a help button on the top right corner of the interface. - Added in-game hints for the genetic system.
Changes and additions: - New weapons: Rifle, Heavy Machine Gun, Machine Pistol, Harpoon Coil-Rifle. - Flashlight can now be attached to all ranged weapons held with two hands. - Limit which submarines are available in each outpost: high-tier subs become available as you get further in the campaign, and the submarine class selection depends on the type of the outpost. - Two new music tracks. - Added a slider to the fabricator that can be used to select how many items to fabricate. - Added an option to hide enemy health bars. - Items' damage modifiers are shown in store tooltips. - Added a button for treating all characters in one go in the medical clinic. - Breaches through the submarine's outer hull throws shrapnels that can cause minor damage to nearby characters, making monsters that can't get inside more of a threat to the crew (as opposed to just the submarine itself). - Added a new honking scary random event to beacon stations. - Water-sensitive materials now explode when they've been in water for 3 seconds, not immediately. Added particle, sound and light effects. - Affliction descriptions change depending on the strength of the affliction, and whether you're treating someone else or yourself. - Added a button for opening the Steam Workshop to all tabs of the workshop menu. - Added tooltips that explain how the bot spawn modes work to the server lobby. - Added various new loot items to different creatures. - Large monsters (Abyss monsters, Moloch, Watcher) now also drop items upon death. - Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version. Typically syringes are crafted, so finding a syringe on creatures felt a bit out of place. The eggs look as yucky as you’d expect. - Made saline significantly less effective as a treatment for bloodloss to make blood packs more useful. - Nerfed flak cannon's explosive ammo. - Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders note: it’s implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions. - Allow putting medium items (e.g. storage container) in medical and toxic cabinets. - Some changes to wrecked item sprites (replacing the old low-res pictures with modified versions of the normal items' sprites). - Optimized the server lobby: there was an issue in the logic that updates the microphone icon that caused the game to check available audio devices every frame. - Optimized status monitors: previously some parts of their UI were always updated regardless if anyone is viewing the UI.
Multiplayer: - Quality of the radio voice chat diminishes with distance (gradually fading into radio static), similar to the way as the quality of the text chat. - Voice chat range also affects spectators (= spectators can't hear players talking at the other side of the level). - Fixed speech impediments only affecting the text chat, not the voice chat. - Fixed radio voice chat not working properly if the range of the radio is larger than 250 meters. Happened because characters' positions aren't synced if they're further away than 250 meters from the client. In practice, the quality/volume of the chat would stop diminishing after 250 meters, and then immediately cut off when outside the radio range. - Fixed inability to connect to IPv4 servers when IPv6 is disabled. - Fixed occasional crashes when shutting down a server (for example with the error messages "pipe is broken" or "ChildServerRelay readTask did not run to completion"). - Fixed "no core packages in the list of mods the server has enabled" error when trying to join a server that's using a different version of the core package you have enabled. - Fixed "Input contains duplicate packages" error still occurring if you try to join a server that has empty content packages when you don't have those packages yourself. - Fixed networking errors when the connection to the server is momentarily lost and then re-established. - Added a cooldown to client name changes to prevent using it for spamming. - Fixed bans issued with the "banaddress" command using a client's Steam ID not working. - Server visibility can be adjusted in the server lobby (instead of having to restart the server). - The "respawnnow" console command forces a respawn even if there's less than the minimum amount of players waiting for a respawn.
Bugfixes: - Fixed candidate box not being visible when using the Chinese input method. - Fixed switching characters interrupting outpost events (even if there's currently no dialog active). - Fixed certain events preventing other events from triggering when half-finished (e.g. preventing you from unlocking missions when an event is still running and for example waiting for you to talk to some other NPC). - Fixed bots sometimes firing in a random direction when they equip a weapon. Happened because the aim and shoot inputs could already be active when the bot switches from another item to the weapon (e.g. from underwater scooter to some gun). - Fixed pirates sometimes being unable to operate multiple turrets at the same time (even if there's enough crew to operate multiple), and attempting to operate hardpoints. - Fabricator chooses the available ingredient that's in the worst condition when there's multiple suitable ingredients available. - Fixed Esc not closing the campaign interfaces (map, store, shipyard, etc) but opening the pause menu instead. - Fixed piezo crystals no longer spawning in the Great Sea. - Fixed characters falling off ladders when using aimable tools. - Fixed currently selected mission being included in the mission count displayed on the campaign map (i.e. showing "1/2" when you're choosing a new destination at an empty location). - Fixed inability to sit in cafeteria chairs. - Fixed projectile impacts getting triggered by gravity spheres and other TriggerComponents (meaning you couldn't hit monsters near a gravity sphere). - Fixed blood pack fabrication recipe outputting only one item. - Fixed tutorial not progressing when inserting a welding fuel tank inside the welding tool straight away, rather than inventory first. - Fixed PUCS not beeping when you're underwater without a tank if you're inside a hull that has oxygen in it. - Fixed some issues in sonar AITargets which made monsters hear the sonar when they shouldn't: switching to passive would immediately make the current directional ping cover 360 degrees, and whether the ping was directional or not would actually depend on whether the previous ping was directional, not what the mode is now. - Fixed items getting autofilled into non-interactable containers in wrecks and outposts. - Fixed ID cards looted from the corpses of a wreck not giving access to the secure containers in the wreck. - Fixed verifying file integrity on Steam resetting the server settings file. - Fixed crashing if you try to open an access-restricted directory in the file selection dialog. - Fixed a typo in physicorium shell's damage config, causing it to not do bleeding damage. - Fixed money gain/lose popups no longer showing in the campaign. - Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. As a result e.g. drunkenness and bloodloss never fully went away, which caused issues with some talent effects. - Fixed bots always opening the door/hatch they're trying to repair. - Fixed power indicator not rotating with batteries. - Fixed lights on welding tools and plasma cutters emitting light the next round if the round ends while using them. - Fixed Camel's airlock not draining fully. - Fixed Berilia's bottom EDC not being wired to a supercapacitor and a loose wire between the flak cannon and the right supercapacitor. - Fixed status effects targeting "NearbyCharacters" or "NearbyItems" being applied twice. Modders: if you used this, double the effects (e.g. damage) to get the same results as previously. - Fixed a rounding error that caused Health Scanner HUD to display every level of bleeding below 100% as "minor". - Fixed speech impediment from the husk infection making the bots unable to register any new targets on their own (= without being ordered). - Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore new enemies for a while when they first encounter them, unless being attacked. - Fixed the default aim assist being 50% instead of 5%. Fixed aim assist not resetting when the reset button is pressed on the settings window. - Fixed other players not seeing the spray particles when someone uses a sprayer in multiplayer. - Fixed ability to "fire" (just dropping the projectile) hardpoints that are connected to a periscope and loader. - When throwing an item (such as a grenade), the whole throw animation is played before the item is actually launched. Prevents being able to throw items at a ridiculous rate by spamming the hotkeys and LMB. - Fixed portable pump's per-sub limit not working if you attach them at a spot with no background wall. - Fixed oxygenlow resistance not affecting the time it takes to die in an unconscious state. - Fixed bloodloss resistance not affecting how fast bleeding causes bloodloss. - Fixed numpad keys toggling the chat when the Chat key is bind to nothing. - Fixed main menu sometimes appearing half obstructed when starting the game on Mac. - Fixed husk appendage breaking if the character already has extra limbs from e.g. genes. - Fixed blocked doorways in Alien_Entrance3. - Fixed Cyrillic symbols not being visible in the server list's server info panel when playing in a language other than Russian. - Fixed certain genetic effects (such as regeneration from Hammerhead Matriarch genes) not working properly when multiple characters have the same effect. - Adjusted railgun, coilgun and double coilgun firing offsets to make the projectile spawn closer to the end of the barrel. - Fixed loot sometimes spawning in vending machines' output slots. - Fixed water level sometimes "flickering" up and down when water is leaking to a room from the left or right. - Fixed resetting the UI position doing nothing to equipped items' UIs (e.g. handheld status monitor). - Fixed items equipped in the health interface slot being sellable. - Fixed inconsistent view ranges of large turrets. - Fixed SMG magazine shape being inconsistent with the shape of the mag well on the SMG sprite. - Fixed character portrait and health bar buttons being clickable (despite being hidden) when the health interface is open. - Fixed occasional crashes due to location store being null when teleporting from location to another with console commands. - Fixes to impact-sensitive items exploding at the start of the round (e.g. at the start of explosive transport missions or when purchasing explosives). - Fixed bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret. - Fixed focus staying on the highlighted item/character indefinitely if you keep holding LMB, even if you're outside interaction range. - Fixed some creatures not having enough space in their inventory for the genetic materials to spawn into. - Fixed minerals still sometimes being placed outside the level in mineral missions. - Fixed cave tunnels sometimes being too narrow to pass through. - Fixed "man and his raptor" outpost event giving 1000 marks in an incorrect branch of the dialog (the one where you immediately accept the NPC on board, instead of the one where the NPC says they'll pay you 1000 mk). - Fixed cases of interaction texts for focused item (most notoriously, the planter) not being updated correctly. - Fixed "snap to grid" causing door gaps to get misaligned. - Fixed weird equipping behavior on fruit and paints, causing them to be equipped in both hands when trying to unequip. - Fixed junction boxes not getting damaged by water. - Fixed opiate withdrawal only reducing down to 20%, but never fully healing by itself. - Fixed engines reverting back to the non-damaged sprite when they're damaged badly enough that the sprite starts shaking. - Fixed walls being set up incorrectly in vertical abandoned outpost hallway modules, causing them to stick out into the connected modules. - Fixed bots being unable to fix Typhon 2's top docking hatch or the wall right next to it. - Fixed crashing when applying upgrades to linked subs, and there's more than one linked sub. - Fixed Research Station being in the "Outpost" subcategory in the sub editor. - Fixed bots dropping medicine from PUCS when changing its oxygen tank.
Modding: - Added a button to the main menu that can be used to update all installed mods when there's updates available. - Mods with errors can no longer be enabled. This change should encourage modders to fix errors in their mods and report bugs, as well as discourage players from ignoring errors. - Removed most of the debug console error spam seen when launching the game or opening the settings menu when faulty mods are installed. - Fixed mods failing to show up in the mods list at all when they have certain kinds of errors. - Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral, meaning it always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the (skill) requirements are matched. - Fixed increasing an item's HealthMultiplier making the items appear damaged in existing subs/saves (e.g. if you doubled an item's maximum condition, the items would remain in the old maximum condition and appear 50% damaged). - Fixed crashing if a talent is triggered when the character receives some affliction, and that talent applies the same affliction on the character. - Fixed crashing if the ingredient of a fabrication recipe can't be found. - Fixed inability to sync properties of ItemComponents that the item has multiple of (meaning that it was only possible to e.g. edit the light color of the item's first LightComponent if it has multiple). - Added 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses). - Added 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration). - Added 'DontApplyToHands' property to Propulsion, preventing extra force applying to hands when the item is held in hands (instead applying only to the character's whole body). - Added a skill requirement conditional for StatusEffect, example: <Conditional skillrequirement="true" weapons="lt 35" /> to make a status effect occur only if the target has less than 35 weapon skill. - Added ReloadSkillRequirement and ReloadNoSkill to RangedWeapon. E.g. a weapon with reload=2s, ReloadSkillRequirement=40, ReloadNoSkill=5s will have a character with 20 weapons skill reload at 3.5 s. - Fixed sound's frequency multiplier not working in many cases (status effects, specific item sounds like turret movement sounds). - Made it possible to check if some value is null or not with PropertyConditionals (e.g. CurrentHull="eq null"). - Added UseEnvironment.None to Propulsion component. - Fixed the debug console command "head" causing the character to disappear. The command can be used for changing the appearance of the character at runtime. - Status effects of type "OnUse" on projectiles now trigger when the projectile is launched. Previously it launched when the projectile hit the target. Use OnImpact (or OnSuccess/OnFailure) when you want something to happen when the projectile hits the target. - Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition undefined, because it'd override the affliction specific value. - Fixed item's OnSpawn effects being applied twice. - Fixed item components that inherit the status effects from another item component (e.g. the medical syringes) triggering the status effects twice when the effect is triggered via the item and not via the item component. Didn’t cause issues with the vanilla items, but might affect some mods. If your item e.g. suddenly does only half of the damage after the update, it’s possible that it was affected by the bug. Just double the effect to fix it.
The final Barotrauma update of 2022 is arriving next week, with a new campaign tutorial mode, a reworked talent system and lots of smaller fixes and improvements.
Campaign tutorial
We’re adding tutorial features integrated into the singleplayer campaign mode. The new campaign tutorial guides new sailors on their first mission with hints, tips and dialogue.
Reworked talents
Thank you for all the comments on the talent rework announcement we made a few weeks ago! After further testing and reading all the feedback we got, we’ve made a few adjustments to our plans. Here’s an updated preview of the upcoming talent overhaul:
More talents. We’re adding 50 new talents in total.
New generic talents for all jobs. You must unlock a few of these generic talents before picking a specialization, and if you want to, you can even unlock them all.
More streamlined specializations. You can still get talents from several different talent trees, but you must complete each tree before moving on to the next.
All talents can now be unlocked and used by bots. Recipes unlocked by bots can be used by the entire crew.
Brand new talent-related items, such as the new Scrap Cannon and Arc Emitter weapons.
About the Captain’s third talent tree: It is on the way! However, as it relates to the various factions of Europa, it will only be added with the faction overhaul coming next year.
What else is new?
Here are some of our favorites from the smaller changes coming up in the Holiday Update:
Hull breach shrapnel makes monsters that can’t get inside your sub more dangerous to players.
You can now fabricate multiple items at once with a convenient slider.
More varied creature loot, including loot from big monsters.
New weapons: the Rifle, Heavy Machine Gun, Machine Pistol and Harpoon Coil-Rifle.
Flashlight attachment for rifles.
VoIP improvements, including distance-based radio chat quality.
Fixed the Chinese and Japanese typing method to display the candidate box properly while typing.
Read more about the update and our seasons’ greetings on our blog and stay tuned for the Holiday Update next week!
Another new addition coming in the next update is a new campaign tutorial. It complements the basic and job tutorials we added in the previous update to help new players get the hang of campaign gameplay, mission structure, and the lay of Europa.
Guiding new players through starting a campaign. The campaign tutorial places you at a simplified outpost and guides you to gear up and complete your first mission.
Tips and hints along the way. The new tutorial makes use of hints to highlight important NPCs, items, and submarine systems that are important for all jobs to understand.
Integrated into the singleplayer campaign. The tutorial mode is enabled by default when you launch a singleplayer campaign and can be turned off in the settings.
We’ve also made some final tweaks to the new tutorials from the previous update by adding some extra text, exit popups upon completing objectives, and overall small improvements. We’re very excited about our completely overhauled tutorials and hope you will find them helpful!
The campaign tutorial will be released along with our December update, and you can already test the upcoming changes in the Unstable test version. Read more about the new additions on our blog and stay tuned for the update, coming in a few weeks!