We’ve already mentioned a few times that the next update will focus on overhauling the traitor mode of Barotrauma. Now it’s time to take a closer look.
With the traitor system overhaul, our goal has been to make traitor gameplay more engaging, offer more variety, and make it work with the campaign game mode. Traitors will be off in campaigns by default, but you can now invite treason to your travels in campaign mode as well.
We’ve added two new settings for traitor gameplay in the server settings:
Danger level: Controls the maximum danger level of the traitor events you may be assigned. You can use this setting either to limit how destructive traitors will be, or to add extra challenge.
Traitor probability: The host can now fine-tune how likely it is that a traitor will be on board, from 0% to 100%.
Successful traitors will receive XP and/or monetary rewards, and the possibility of continuing their traitorous acts with escalating danger. If the task fails or the crew correctly accuses the traitor, a new player will take their place for the next traitor mission.
Where the previous traitor system consisted of only 7 different events, after the update there will be a total of 27 events that traitors may be assigned. Some of these events will also require multiple traitors to accomplish. These multi-traitor events will require special codewords to identify co-conspirators, adding a modicum of teamwork to the misbehavior.
The new events bring with them new items as well, such as:
The radio jammer, for tasks requiring privacy and silence.
Deepdiver ducks, for when you absolutely need something to throw.
Different types of timed explosives, to promote a sense of urgency.
The husk caller, for, well, we think you can figure it out.
To learn more details about the update, check out our blog. Smooth sailing everyone, but do watch your back!
Now that we have been back from our holidays for a while, we thought it would be a good idea to revisit our plans for the upcoming storage changes. As we wrote in June, we wanted to get feedback on the proposed changes to the storage system – and that is definitely what we got, so thank you for all the comments! We have now had time to go through all the feedback and adjust our plans a bit.
Most importantly, the storage container item will not be removed. We read about the many inventive and novel ways in which this item is being used, beyond simply boosting raw storage space in cabinets. Such creative applications of game items are always interesting for us to see and we don’t want to discourage them, so even after the update, you will still be able to use storage containers to store personal collections, or carry loot from a wreck, for example.
We are, however, still going to restrict storage container placement inside cabinets. Let’s take a look at the currently planned storage changes in a nutshell:
Material stacks in cabinets will go from 8 to 32. This includes items such as: minerals, medical items, ammo, consumables and genetic materials.
Overall, cabinet storage slots have been increased by one full row.
All cabinets will receive extra slots, which can be used to house storage containers. The number of these slots depends on the size of the cabinet. Storage containers can only be placed in these slots, not in the other slots of a cabinet.
Cabinets will have two handy buttons, one for automatically merging incomplete stacks, and another to sort all the items alphabetically.
Oxygen, welding fuel and oxygenite tanks no longer stack in character inventories. They have increased duration to compensate, so you don’t need to swap them so often, and they stack normally inside cabinets.
In addition to the storage changes, the next update will also introduce new content and improvements. We’ll write more about those in the coming weeks; look forward to things like a fully overhauled traitor mode, with new missions and mechanics, as well as various quality-of-life changes, tweaks and touch-ups.
You can test the newest storage changes and most of the upcoming content in the Unstable version of the game now, and we will continue to monitor the feedback leading up to the update’s release later this autumn. For more sneak peeks at what’s to come, check out our blog!
Summer is here, and our team will be taking some time off. While we are away from our desks and slower to respond for a few weeks, you can already begin sneak peeking at the next update in the Unstable test version.
A notable change coming in the next update has to do with item stack sizes and storage containers. As you may know, storage containers can be placed inside cabinets to amass huge numbers of items on board a submarine. This results in a poor user experience, because it’s hard to find the items you need using this storage method. The large item counts also hurt game balance and performance.
This is why we are going to remove storage containers from the game, but to compensate for the loss, we’ll increase stack sizes for materials and meds stored inside cabinets. You can find more details about the upcoming storage changes on our blog.
We believe this change should make inventory management much better on the whole, and help with balance and performance issues at the same time, but we understand some of you may still view the storage cutback negatively. To make sure we hear from you and can still adjust these changes before their public release, you can now test them in the Unstable version and give us feedback over the summer!
Another part of the next update which is already available for testing is the first iteration of the new traitor mode. We’ll write more about the traitor system changes later in the summer, and the update is planned to be released in the autumn.
Stay tuned for more news later, and have a great summer!
We've just released a hotfix to address a few issues in last week's Summer Patch. See the list of changes below:
v1.0.21.0
Fixes: - Fixed LOS effect sometimes "lagging behind" when the sub is moving fast. - Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect. - Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks. - Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded). - Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment". - Fixed wires set to be hidden in-game (e.g. invisible circuits built outside the sub) being visible on the Electrician's Goggles. - Fixed an issue with level resources that caused crashes with certain mods (e.g. ones that include subs with piezo crystals). - Fixed NPCs waiting on some outpost modules never reaching their targets, causing peculiar behavior. - Fixed waypoints sometimes not getting connected between outpost modules if there's a very short hallway between them. Addresses some cities missing connections between waypoints, causing AI to be unable to navigate through the modules. - Fixed some UI layout issues (most noticeably, ultra-wide crew list) on certain resolutions like 3440x1440. - Fixed campaign saves occasionally failing to load with the error "an item with the same key has already been added". Seemed to only occur when using certain mods. - Fixed crashing when you e.g. use a pet from some mod in the campaign, disable the mod and reload the save. - Waypoint adjustments to most submarines, outposts, wrecks, and beacons. Especially on ladders. Should take care of the remaining AI issues on ladders (the old subs in the saves don't get updated, but the fixes apply to new subs that you don't yet own. And ofc all the subs in a new game!)
Our second post-1.0 patch has just been released, with an improved line-of-sight effect, a new item called the electrician’s goggles to improve the wiring system, optimizations, and various fixes and improvements like…
Fixed anaparalyzant not reducing paralysis.
More fixes to bot AI and pathing.
Made clown and husk events and missions more common.
Added category buttons to the fabricator interface to make it easier to find items.
Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.
Read more about the changes in the patch in this earlier post, and see the full list of changes below.
v1.0.20.1
Optimization: - Major optimizations to situations where there's lots of items in the submarine (especially water-reactant items and minerals). - Significantly reduced loading times when loading subs with lots of items in cabinets. - Partially multithreaded lighting: FindRaycastHits (the heaviest individual part of the lighting algorithm) is now handled in a separate thread.
Line of sight rework: - Improved the LOS effect to get rid of weird, jagged geometry in spots with intersecting walls. - Improved the wall damage effect to make leaks easier to see. - Added a command called "debugdrawlos" which visualizes the LOS geometry, making it easier to adjust the walls if you want to tweak the LOS in the sub editor. - Note that some submarines may require small manual adjustments to get the LOS to work perfectly with the new algorithm (especially if the sub includes “unnecessary” structures that were used to work around issues in the previous algorithm). You can also disable the “cast shadows” setting on a wall to make it see-through.
Changes: - Added "electrician's goggles", an item that visualizes power and signals on wires. It also makes connections on the connection panel flash when they're sending/receiving something, and allows you to see what exactly is going through (amount of power, signal values) by hovering the cursor over the connection. - Added "debugwiring" console command which enables the same visualization as the electrician's goggles. - Oxygenite tanks can be recycled. - Shutting down the reactor doesn't automatically turn off automatic control. - Allow monsters to damage flares and glowsticks. - Jacov Subra needs to be escorted to the next location after he's rescued (it was weird to have him just disappear after the mission). - Taking items from trash cans is no longer considered stealing. - Sulphurite shards explode when thrown (causes an acid cloud that inflicts mild burns). - Adjusted music intensity ranges: now the "intensity tracks" kick in later (i.e. they require a higher-intensity situation) meaning the "actual songs" play a little more often. - Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you. - Made clown and husk events and missions more common. - Added category buttons to the fabricator interface to make it easier to find items. - Changed fabricator's "skills required" texts to make it clearer insufficient skills don't prevent you from fabricating the items. - Hospital beds heal injuries faster than normal beds.
Fixes: - Fixed "hash mismatch" errors when publishing an update to a mod after you've given it a different name in the Steam Workshop in the language your Steam UI is set to. - Fixed publishing an update to a mod always overriding the English description, instead of the language your Steam UI is set to. - Fixed nav terminal's sonar control panel disappearing when switching resolution or display mode if the terminal has a mineral scanner. - Fixed secure steel cabinet in abandoned outposts being openable with a randomly selected bandit's ID card, not the bandit leader's card as intended. - Workaround to Sootman potentially getting stuck in the jailbreak mission if it can't find a way to the sub (e.g. due to broken waypoints in a custom sub or outpost module): if he can't find a way to the sub in 2 minutes, he'll start following the player instead. - Fixed some z-fighting issues in various outpost modules. - Fixed flak cannon shells exploding in loaders if there's a monster near the loader. - Fixed oxygenite tanks not being set to 0 condition when they explode in a welding tool or flamer. - Fixed/changed welding a door shut not protecting the door from damage. Modding: Added a new tag "weldable" to define targets that can be welded. - Fixed flamer damaging duct blocks, unlike intended. - Fixed Harpoons only reeling in when facing the target. - Fixed wires that aren't connected to anything not getting copied (with Ctrl+Z or by dragging and dropping with Ctrl) in the sub editor. - Fixed Hognose event being possible to get multiple times, potentially allowing you to hire multiple Captain Hognoses. - Fixed lights ignoring constant set_color signals after the color is changed manually. - Fixed both biome gate locations sometimes belonging to the same faction (and in general, random locations getting changed into Coalition outposts across the map). - Fixed server log stopping to update after there's 800 messages in it. - Fixed missions that take place in a location further away on the map sometimes not unlocking when there was no suitable location available. - Fixed 3rd part of the Honkmotherian Scriptures not being available anywhere. - Fixed tutorials reappearing after finishing the campaign. - Fixed progressive stun's visual effect and speed multiplier abruptly resetting when passing affliction strength 9. - Fixed certain special symbols (the BlockElements unicode range) not showing up on text displays. - Fixed characters with husk symbiosis transforming to an AI-controlled husk when the host dies. - Fixed rewards not being shown in the round summary unless the mission was completed successfully (i.e. you couldn't see what the reward is when you start the mission). - Fixed advanced gene splicer deconstruction output. - Fixed weird behavior when selecting a periscope a bot is controlling (UI disappearing as if you were operating the turret). - Fixed waypoint visibility checkbox not being selected when you generate waypoints in the sub editor, even though generating the waypoints toggles their visibility on. - Fixed water moving erratically in rooms with lots of connected hulls (with weird spikes and water level jumping up and down). - Fixes anaparalyzant not reducing paralysis. - Fixed some Chinese characters not displaying correctly when the language is set to something else than Chinese. - Adjusted fire particles to make them clip through walls less. - Fixed characters not falling through holes appearing in the floor below them until they move. - Fixed characters twisting to a weird pose if you grab them while they're lying in bed. - Miscellaneous tutorial fixes: don't allow the player to access the areas of the other jobs in the roles tutorial, fixed getting stuck if you enter the rightmost room (where the role tutorials start) as an assistant, fixed bots sometimes wandering outside the initial room. - Fixed a rare crash caused by a null reference exception in Rope.Update. - Fixed characters being allowed to aim with weapons in single player when incapacitated/ragdolled. They couldn't actually move the aim position, but the crosshairs appeared and harpoon ropes could be kept from snapping, even though they're set to snap when not aiming. - Fixes to some of the UI layout issues on ultrawide resolutions. The UI is still not optimal on ultrawide resolutions, but the most severe issues (such as the non-functional crew list) should be fixed now. - Fixed negative treatment suitability definitions not working correctly, which has had some effect on the bots’ decisions and the suitable treatment listing on the health interface. - Fixed the min and max strength thresholds of periodic effects not working. Of the vanilla afflictions, affects paralysis, sufforine poisoning, and morbusine poisoning, causing them to trigger stun effects earlier than intended. - Fixed hanging end of the wire sometimes being "at the wrong end" of the wire after copying entities or saving/reloading. - Added an option to disable the "remote content" (update notifications, changelogs) in the main menu by adding RemoteContentUrl="" to the player config file. We're suspecting the freezes some players are experiencing when they open the main menu are related to the content in the main menu being fetched from our server, and testing if disabling it makes the issue go away would give us more clues for diagnosing the issue.
Talents: - Fixed "Medical Expertise" not increasing bandage effectiveness. - Fixed "Mudraptor Wrestler" not affecting unarmored or veteran Mudraptors. - Fixed monsters not properly ignoring characters with the "Non-Threatening" talent. - Fixed Moloch, Black Moloch, Crawler Broodmother and Giant Spineling not having enough inventory space for extra loot given by "Bloody Business" and "Gene Harvester" talents. - Fixed "Rifleman" talent damage bonus not applying to Assault Rifles.
Multiplayer fixes: - Increased the default packet limits. It seems the previous defaults were so low it was possible to get kicked due to "sending too many network messages" in some situations even if you weren't actually trying to spam the server using a modified version of the game. - Fixed rate limiter kicking in too eagerly when the server is configured to use a higher-than normal tickrate. - Fixed an exploit that allowed getting new subs for free. - Fixed submarine store displaying the client's subs instead of the server's. - Fixed Hangul (Korean symbols) not being included in the default allowed client name characters. - Fixed headset/radio channel resetting between multiplayer rounds. - Fixed clients hearing radio static when someone talks in a different channel near them. - Fixed tainted genetic materials in someone's inventory appearing to become untainted when a new round starts. - Fixed local voice chat icon switching to radio icon (from yellow to gray) at the end of conversations when you release the push-to-talk key. - Fixed server description getting cut off after 22 lines. - Fixed changing the name of a dedicated server using the textbox in the server lobby not changing it in the server list. - Fixed clients not getting positional info for remotely controlled turrets if the character controlling them is far away (> 250 m), meaning you wouldn't see a turret move if you're watching some e.g. operate a remotely controlled turret on a drone. - Fixed mission minerals spawning with an incorrect rotation (always facing up) in multiplayer. - Fixed inability to unlock some achievements (such as "Nuclear blast survivor") in multiplayer. - Fixed cursor positions sometimes "desyncing" when the cursor is very far from the character (e.g. when operating a far-away drone). - Fixed characters sometimes getting stuck on the wrong side of a door client-side, and not getting corrected until the client moves in the opposite direction or opens the door.
Bot and AI fixes: - Improved how the bots navigate on ladders. - Fixed bots sometimes not being able to release the ladders when there's two ladders close to each other. - ClownDistrict_Colony_01: Fix a ladder waypoint not being linked to the ladder, causing bots to get stuck. - Adjusted the waypoint generation logic on ladders. Fixes bots sometimes not being able to open the hatches, because they couldn't get close enough to the waypoints just below/above them. - Improvements to medic bot AI: they should now be better at determining which injuries are minor enough to ignore, making them waste less medicine. - Fixed outpost NPCs who should stay in a specific room (e.g. outpost manager) never returning to the room if they leave it e.g. due to a fire, flood or someone attacking them. - Fixed bots picking up non-pickable items (items that have CanBePicked disabled in the Pickable component settings). - Fixed bots saying "Cannot reach [name]!", when they can't reach a wait target. - Fixed bots removing diving suits when they shouldn't, if they are ordered to wait using the contextual wait order. Should behave the same as when told to wait without using the contextual order. - Fixed bots having issues with doors that are both broken and welded (which is another bug that shouldn’t happen anymore). - Fixed NPCs running towards doors if they somehow get on another sub, because they didn't detect the access restrictions correctly. - Set Remora's and Kastrull's drones, outpost jail rooms and (automatically generated) hulls in docking ports as AvoidStaying zones, which makes the bots to try not to idle there. - Waypoint fixes to Typhon, R-29, and Camel. - Fixed bots never leaving the drones (or other connected subs) and returning back to the main submarine in the idle state (i.e. without giving them an order or reacting to an emergency situation etc.) - Addressed bots and NPCs sometimes twitching between two waypoints after reaching their target position. - Fixed bots not always being able to open the doors in beacons or wrecks while attempting to return back to the main sub. - Fixed the start and the end node of the vertical hallways in the outposts being incorrectly linked, causing some pathing issues for the bots. - Fixed bots operating turrets shooting at handcuffed enemies. - Fixed defense bots attacking husk containers. - Fixed monsters never ignoring targets that they fail to damage. They should leave those be after a while (depending on the initial priority). - Fixed pets becoming hostile to all humans (except the owner) when attacked by a hostile human (a bandit in an abandoned outpost for example). - Potential fix for (hard to repro) issues where a bot runs towards a door without being able to open it, because they happen to skip the nodes past the door when it closes. - Fixed NPCs and bots sometimes not being able to open the hatch, because they couldn't get close enough to skip the last node before the node connected to the hatch. - Fixed incorrect linking of the start and the end waypoints in the vertical hallway modules. Caused the bots to open the hatches too early.
Modding: - Fixed "hair with hat sprite" (the short hair the characters switch to when wearing a hat) being visible even if the whole head should be hidden by another wearable. Not noticeable in the vanilla game, but can affect some mods. - Fixed crashing when trying to create a character that doesn't have any health parameters. - Fixed submarine spawning docked to a random docking port of the outpost even if one of them is marked as a main docking port. Doesn't affect vanilla content, since there's only ever one docking port per outpost. - Fixed round not ending when you dock with an outpost if the outpost module contains any linked subs (lifts, drones, etc). - Fixed items with absurd amounts of health (more than 38 digits) causing the item to have infinite health, which would lead to various issues and crashes. Now an item's health can't be set above a million. If you want to have an item whose condition never goes down, use the property "Indestructible" instead. - Autoinjecting can be enabled on specific subcontainers (as opposed to having to make the item autoinject anything inside it). - Fixed bots being unable to use diving gear that goes in the InnerClothes slot. Doesn't affect any vanilla content, because all diving gear goes in the OuterClothes slot. - Items' FireProof and WaterProof properties can be changed using status effects. - Fixed monsters' SimplePhysicsEnabled staying enabled when a client takes control of it.
Our second post-1.0 patch is almost ready to be released, with various fixes and improvements as well as a few entirely new additions. Here are some highlights to look forward to:
Electrician’s goggles, a completely new item for the Engineer which will visualize power and signals moving through the wires of your submarine and let you see the power and signal values on the connection panel interface. This should make the wiring system more approachable to new players and give veterans extra information to create more complex systems.
The reworked line-of-sight effect gets rid of jagged edges and weird geometry while making the effect look smoother overall, especially near intersecting walls.
Optimizations to the performance of the game, most notably in submarines with a large amount of items. We have also improved loading times and made some of the lighting effects less performance-intensive.
Fixes to bugs such as anaparalyzant not reducing paralysis, further fixes to the bot AI and pathing, as well as all-round small tweaks and improvements, like new category buttons in the fabricator interface to make it easier to find items.
Stay tuned for the patch next week, and read more about the upcoming changes on our blog now!
[h4]Barotrauma Unstable[/h4]
Did you know you can try out patches and updates in the making and give us feedback even before new versions are released? The experimental Barotrauma Unstable is available to everyone who owns Barotrauma on Steam and receives frequent updates as we work on new releases for the game. Find out more about the Unstable version in this forum post as well as in the #baro-unstable channel of our official Discord server.
Please note that our documentation and discussions about the experimental version are only available in English. Next week’s patch is already playable in the Unstable version now; welcome on board!
We have just released a hotfix to fix a couple of issues in yesterday's patch. See the changes below.
v1.0.13.2
- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch. - Fixed "the submarine contains entities with duplicate IDs" error message when loading a submarine that contains multiple shuttles/drones.
We have just released the first larger patch since the 1.0 launch. The patch addresses many bot AI issues such as bots not changing oxygen tanks, getting stuck on ladders, and failing to get on turrets, to name a few.
Additionally, the patch introduces many other fixes, including several multiplayer fixes to reduce disconnections and network issues. We’re also adding a reworked version of the Typhon vanilla sub and various smaller fixes to other submarines.
See the full list of changes below, and make sure to update your game to the latest version!
v1.0.13.1
Misc changes and improvements: - NPCs who offer services don't get turned hostile regardless of your reputation. If you've got money, they'll be happy to serve! - Attacking outpost NPCs can't decrease your reputation by more than 20 points per round. Works as a safeguard against enormous reputation losses e.g. in the case of a trigger-happy griefer or a nuclear mishap. - Destroying outpost walls can't decrease your reputation by more than 10 points per round. - Outpost NPCs don't allow players to grab them for longer than 10 seconds to prevent being able to drag them around the outpost. - Minor visual improvements to biomes: biome-specific outpost levels (instead of all outpost levels looking like Cold Caverns), more level objects in Hydrothermal Wastes and the Great Sea. - Spawn abyss and combat suits in enemy subs and wrecks instead of normal ones in later biomes. - Fixed minerals still sometimes spawning on the wrong side of cave walls (when the other side of the wall is outside the boundaries of the level). - Fixed pressure stabilizer only affecting the player for 100 seconds, instead of the intended 1000 seconds (16 mins). - Fixed clients not getting assigned the "None" permission preset when using a language other than English (meaning it wasn't possible to customize what permissions clients have by default). - Fixed enabling cheats not actually disabling Steam achievements for the rest of the campaign (it was possible to re-enable unlocking achievements by saving and reloading). - Fixed Tormsdale mission not completing unless you bring the item to the sub. Now retrieving the item counts as "bringing it to the sub" in friendly outposts. - Optimized/simplified exosuit and FB3000 status effects. - Made huskified humans' items move to a duffel bag on death. - Increased the priority of turret lights to prevent them from getting hidden when using a low light limit. - Reduced the minimum mass required for a character to be visible with thermal goggles, always show at least the main limb regardless of the mass. Fixes thresher hatchlings being invisible to the goggles. - Alien power cells can be deconstructed.
Bots: - Fixed bots targeting crawler eggs when they are inside an inventory (also in the Broodmother's inventory). - Fixed bots being allowed to shoot items from very long distances. - Fixed bots wasting ammunition on crawler eggs that are not dangerously close to the sub. - Fixed bots using an unintentionally long delay before shooting. - Fixed bots targeting (but not shooting) enemies inside abandoned outposts. - Adjusted the delays and the targeting ranges. Remove the "grace" distance modifier. Improves the bots' general usage of turrets. - Fixed "fight intruders" order causing bots to attack enemies in abandoned outposts again. - Bots are allowed to use meds from an unconscious patient's inventory. - Fixed bots falling off the ledge in DockingModule_02_Colony (again). - Fixed bots not prioritizing the leaks as they should when multiple bots are fixing leaks simultaneously. - Fixed bots not preferring the items that lie on the ground. - Fixed bots often not being able to reach small items like battery cells or rifle rounds that lie on the ground. - Fixed bots sometimes holding the flashlight in their mouth. - Fixed bots acting weird when picking up items and having their inventory full. - Fixed bots not being able to find an alternative container for the items they are cleaning up, when the path to the preferred container is blocked. Didn't affect bots getting a specific item, like a diving suit when they need it. - Bots are no longer allowed to wear the items (other than in hands) when they are cleaning them up. - Improved bots' abilities to find items. They should be much quicker at it than previously. - Possibly fixed bots sometimes ignoring targets that they shouldn't ignore. - Fixed bots not being able to change the oxygen tanks when they are in a safe room with no enemies. - Fixed bots using both diving mask and the suit simultaneously. - Fixed bots holding to old paths that shouldn't be valid anymore (= not complying when you order them to follow outside of the submarine). - Fixed bots not being able to use pathing when the player has just controlled them, leaving them in a ruin, wreck, or a beacon. Only happened when the bot hadn't been AI controlled before during the round. - Fixed bots using the waypoints not linked to any sub when they should use the waypoints linked to a sub and vice versa. - Fixed bots trying to use the gaps when they could just use a path to get to the target. - Fixed missing links between doors and waypoints in Alien_Entrance3. - Fixed bots sometimes not being able to release from the ladders when they were trying to exit a wreck or beacon to get back to their own submarine. - Fixed bots sometimes still idling on ladders, which they shouldn't do (There are some unaddressed cases where it might seem like they'd do this, but actually don't. They just can't reach the buttons linked to the door.) - Fixed bots sometimes failing to climb up the ladder all the way up and falling down just before reaching next floor. Happened only in the idle state. - Fixed bots sometimes getting stuck on the long ladder in EngineeringModule_02_Colony. - Fixed waypoints on ladders leading to a hatch on many subs (using old waypoints), which caused the bots to fail to reach the hatch while trying to fix it. - Fixed bots not being able to operate properly in high pressure levels when they don't have a suit that protects from the pressure (e.g. a regular diving suit later in the campaign). - Bots now prioritize suits that give a better pressure protection (there's a separate attribute for it in the item definition: called "botpriority", which can and should be taken into account with the modified items). - Fixed bots not healing theirselves while swimming outside of the submarine (they only do that when the wounds are relatively severe). - Fixed bots treating theirselves when there's a medic onboard, which is currently unable to treat them (if the medic is able to treat the bot, they should not try to heal theirselves). - Fixed bots ignoring targets that are currently fixing leaks (which was intentional, but seems to have been a bad decision). - Added new dialogue for the bots about the lethal pressure levels and insufficient protection for it. - Fixed some minor buts regarding the dialogue. - Fixed bots not being able to use harpoon coil rifles properly. - Fixed bots accepting random items as weapons when they can't find any weapon. Note that many tools, like welding tools and wrenches, can intentionally be used as weapons. - Fixed prepare for expedition order and another order, like clean items, possibly resulting in looping behavior where the bot can't decide which one to follow. - Adjustments to how the bots prioritize combat targets under fight intruders objective. - Fixed bots not reacting when they are non-intentionally damaged by friendly NPCs (e.g. security smashing a player character).
Multiplayer fixes: - Changes to make starting a round more robust: fixes various equality check errors ("submarine/mission doesn't match") if starting a multiplayer round takes a long time. - Fixed dedicated servers' content package info getting truncated to 255 bytes, causing the content package list to just display "unknown" if the server has lots of mods enabled. - Fixed "input contains duplicate packages" error when trying to join a server that has certain types of mods enabled (more specifically, mods that only contain client-side content, identical content or files of the type "Other", which could result in the MD5 hashes of the mods to be identical). - Fixed projectile spread not being as random as it should be in multiplayer (successive hitscan rounds usually launched in the same direction). - Fixed spectators not hearing others if their character is dead before the character despawns. - Campaign rounds aren't forced to end if there's only one client on the server using freecam. - Fixed crashing when a traitor missions starts when the host isn't controlling a character. - Fixed sonar beacon tickbox sometimes flickering on and off in multiplayer. - Fixed clients not seeing wall damage in outposts if the server has made outpost walls damageable, and the client doesn't have permissions to manage server settings. - Fixed arc emitter briefly stunning the user client-side. - Unconscious players can't end the round.
Countermeasures against multiplayer exploits: - Fixed an exploit that allowed you to equip 2-handed weapons in only one hand. - Added protection against deliberately lagging the server. - Added an option to enable "DoS Protection" in the server settings under "Anti-Griefing". - Enabled by default. - When enabled, the server will automatically kick players who are causing the server to perform poorly. - Added a new "Max Packet Auto-Kick" in the server settings under "Anti-Griefing". - Enabled and set to 3000 by default. - Can be disabled by setting the limit to 1200 or below. - When enabled, the server will automatically kick players who are sending a certain amount of network packets in a minute. - Added "Spam Immunity" server permission. - Gives immunity to getting kicked from DoS protection, chat spam and from sending too many packets. - Added a rate limit to console commands in multiplayer. - Added a rate limit to creating new characters in multiplayer.
Balance: - Buffed Harpoon Coil Rifle a bit (shorter charge time). - Reduced Focused Flak Shell penetration slightly.
Talents: - Engine Engineer, Helmsman and Affiliation talents no longer stack (allowed gaining insane engine speed boosts and bonuses by having large numbers of crew with the same talent). - Fixed makeshift shelves no longer being placeable in pre-1.0 saves. - Fixed some incorrect talent icons. - Fixed Networking talent only giving a discount for faction-specific items. - Fixed Machine Maniac requiring 5 repaired items instead 3 like the description says. - Gene harvester doesn't spawn genetic materials on pets. - Dying due to a disconnect doesn't trigger talents (like "Revenge Squad") or get recorded as a kill.
Submarines: - Reworked Typhon (kudos to uberpendragon): replaced legacy items and structures, got rid of double walls, layout adjustments, visual improvements, improvements to the power grid and many smaller changes. - Fixed waypoint in Herja's airlock not being linked to the door. - Fixed fabricators not being linked to the cabinet next to them in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2, Winterhalter. - Fixed some unhulled spaces inside Kastrull, Azimuth and Berilia. - Fixed improperly wired smoke detectors in Typhon 2. - Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull. - Fixed medic not being given proper ID card tags in R-29, preventing them from accessing the toxin cabinet. - Fixed Venture's exterior airlock door being repairable with a welding tool instead of a wrench. - Fixed water detector in Dugong's oxygen generator room not being connected to the flood alarm circuit. - Added "Silent Running" to Azimuth, as well as 1 diving suit and exterior cameras to make it more worthy of tier 2 (despite a lack of guns)
Fixes: - Fixed all shadow-casting lights going through the outpost walls when docked to one. - Oxygen generator sprite and animation fixes. - Fixed escorted characters being hostile to you if they belong to a hostile faction. - Safeguard against getting pinned under flooded enemy subs. The sub can now be pushed off as long as the enemies inside it are dead/incapacitated. - Fixed enemy subs not affecting monster spawns (meaning monsters could spawn very close to enemy subs, and fighting an enemy sub didn't decrease the probability of monster spawns as it should've). - Fixed submarines sometimes getting stuck when trying to squeeze through a tight passage in the level. - Fixed pets being considered hostile in hostile outposts (causing AI crew to report them as intruders). - Fixed monsters sometimes spawning inside walls during nest missions. - Fixed paths between biomes sometimes being unlocked from the start on certain map seeds. - Fixed launching an alien turret (or any modded turret that spawns it's own ammo inside itself) causing a crash. - Fixed crashing when you exit Steam while the Workshop menu is open. - Fixed some of the fonts not working properly in Japanese (but using roughly similar Chinese symbols instead). - Fixed campaign's end boss moving away from you if you attack it with melee weapons. - Fixed enemy crews not being able to switch between turrets and being very reluctant to operate multiple turrets at the same time. - Fixed reputation reward text sometimes overflowing in the round summary (e.g. when the mission modifies both the husk cult and clown rep). - Fixed characters holding and eating bananas weirdly. - Fixed all friendly characters using the "hostage" dialog and all hostile characters the "bandit" dialog in abandoned outposts. - Fixed characters sometimes becoming briefly immobilized (as if stunned) when the surface of the water rises up to the character's chest. - Fixed cultist hood overlapping with the exosuit. - Fixed exosuit and FB3000 not being tagged as "provocative" (meaning enemies didn't care about the sounds they make or the lights on them). - Adjusted FB3000 fabrication recipe (the previous required so many materials they don't fit in the fabricator's input slots). - Fixed PUCS not having an AI target unlike all other diving suits. - Fixed sonar monitor's "sonar circle" overlapping with the control panel on some resolutions / HUD scales. - Fixed occasional invisible barriers around alien ruins. - Fixed protein bars only healing 1/60 of the intended amount. - Fixed "Engineers_are_special" event no longer appearing. - Fixed characters sometimes being able pass through level walls by swimming down through the broken floor of a wreck. - Fixed "acquire a wrench" popup appearing multiple times in the mechanic tutorial. - Fixed black squares on docking ports and hatches. - Fixed crashing when trying to increment the version number of a mod whose version number consists of only numbers (i.e. no periods) or is empty. - Fixed hireable cultists and clowns being the wrong way around (i.e. high clown rep allowed you to hire cultists and vice versa). - Fixed wikiimage_sub and wikiimage_character crashing the game if the file is being used by another process. - Fixed wikiimage_sub not sorting the entities the same way as the sub editor and game screen. - Fixed status monitor displaying very small amounts of water in linked hulls as 1%. - Faction reputation is reset after finishing the campaign. - Fixed colony docking modules spawning with a bit of water in them. - Fixed minerals sometimes spawning in normal caves in abyss mining missions. Happened if no abyss islands with caves happened to generate - now we always generate a cave in at least one of the islands. - Fixed lights on the items the character is wearing being visible when inside a clown crate. - Fixed mudraptor eggs (or other items set to be damaged by repair tools) not being damaged by flamers. - Fixed handheld sonars not working in the end levels. - Fixed rebinding the Use key not working in the sub editor. - Fixed Ctrl+A not selecting connected wires in the sub editor. - Fixed ability to climb ladders while lying in bed. - Fabricator input slot tooltips don't show duplicate item names when the item can be crafted from multiple different items with the same name (e.g. petraptor egg can be crafted from 3 different egg items, all called "mudraptor egg"). - Fixed attacking others with the husk appendage not healing the user. - Fixed pet name tag getting stuck mid-air when equipped. - Fixed next round's missions not being displayed in the round summary when leaving a location that has missions (e.g. outpost with a jailbreak mission). - Fixed inability to hire Jacov Subra if you miss/ignore the event the first time you get it. - Outpost generator only takes walls with a collider into account when determining the bounds of the modules. Fixes husk modules being placed unnecessarily far from the outpost due to the decorative structures outside the door, leaving a very short hallway between the modules. - Fixed characters sometimes dying from barotrauma despite the pressure icon not being visible. Happened when the pressure was just above the lethal threshold, but not as high as outside the sub. - Fixed character interact texts (like "[H] Heal") not changing when you change the language. - Fixed treatment suggestion for husk infection being shown when wearing zealot robes. - Fixed inability to fabricate high-quality nuclear depth charges. - Fixed exosuits getting autofilled with batteries. - Fixed exosuits' lights not turning off when the wearer dies. - Fixed 0% grenades (stun grenade and fixfoam) detonating if a player has one in their inventory when a mission starts. - Fixed pre-unlocked talents not being visible client-side on the special faction NPCs hired during the round. - Fixed escort and cargo missions sometimes leading to an abandoned outpost even if there's an inhabited one available. - Fixed characters (ragdolls) sometimes getting stuck to the corners near platforms. - Fixes to Japanese and Russian translations.
Modding: - Fixed thalamus items fading from the prefab color to a darker tint, disregarding the actual sprite color of the item. - Fixed LevelTrigger statuseffects not doing anything when triggered by a submarine. - Added a scrollbar to the campaign setup's crew tab to make it work properly when there's more than 3 initial crew members. - Support for using OnWearing in Containable StatusEffects. - Fixed ability to "relaunch" a projectile that has already been launched or that's stuck to some target using status effects, which lead to various strange results. - Fixed ItemContainer StatusEffects working in a different way than other effects, applying the effect separately to each target. Prevents e.g. having an effect that does something to an item if a condition is met on the character wearing it.
First of all, we would like to thank you all for celebrating Barotrauma 1.0 with us. Seeing so many of you upon and after the release has warmed our hearts like nothing else could in the cold undersea of Europa! We hope you’ve had a pleasant stay so far.
Since our 1.0 release, we’ve released two hotfixes to tackle some of the more severe issues that slipped through the cracks on release, with more fixes and improvements in the works. Thank you for being diligent with bug reports (and patient while waiting for fixes)!
In a couple of weeks, we will be releasing a larger patch to fix issues with the AI of your bot crewmates, as well as various other issues. Notably, bots not changing oxygen tanks, getting stuck on ladders, wasting ammo on crawler eggs and not getting on turrets will be addressed in this patch.
After the next patch, we’re going to keep fixing issues and improving the game in various ways with a second patch, which will hopefully be released later this spring or in the early summer. After that, we turn our eyes to the future and the next content update – we’re planning on reworking the traitor system later this year.
Read more about the upcoming patch and our plans on our blog now and stay tuned for the patch in the next couple of weeks!
We've just released a second hotfix to address a few of the most common issues. See the list of changes below, and stay tuned: we're working on more fixes, including bot AI improvements, to be released in a few weeks' time.
v1.0.9.0
- Fixed crashing when you move from one textbox to another using tab and go past the last available textbox. - Fixed inability to enter the final levels on some subs that include shuttles/drones. - Fixed autoinjectors (PUCS, autoinjector headset) wasting the syringe without any effects on the character. - Fixed bots failing to operate turrets in Typhon 1 due to them being partially inside the ceiling. - Fixed lights going through walls in outposts. - Fixed language selection prompt not showing up when launching the game for the first time. - Fixed bots doing objectives during the roles tutorial, e.g. repairing the leaks for you.