No worries, it’s just us! That time of the year has come where scares are all the rage, but nothing is really frightening when you are with a co-op partner… right? We would welcome you to Castle Rock to try out this theory! During the Steam Halloween sale, you can venture to the Antarctic in We Were Here Together for 30% off, be sure to look inside the basecamp for some spooky decorations you might find! https://store.steampowered.com/app/865360/We_Were_Here_Together/ If you’re already in a ‘spooktober’ mood, then be sure that you’ve returned to the halls of Castle Rock in We Were Here Too for 55% off. Make sure to pick up the soundtrack of each entry in the series who are also on a 50% discount!
There once was a castle filled with life…
...and now it seems they have all moved to Discord! The official We Were Here Discord server is growing with new explorers joining every day! Looking for a co-op partner, want to theorise about the mysteries of Castle Rock or do you just want to hang out in our digital hot chocolate bar? Join our Discord server today! There’s also a monthly challenge for the community which could be a puzzle, news related to the series or a contest! For this spooky month, we asked our lovely community imagine the explorers in their worst nightmare, community member ‘Duskinator’ did an awesome job!
Cross, Circle, Triangle, Square?
We are also very excited to have shared the news recently that the We Were Here series is coming to PlayStation 4! We can’t wait to have the exciting PlayStation community join our mysterious puzzle adventures and co-op shenanigans.
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
Hey, Adventurers! Halloween is coming to planet Deiland and it’s high time to enjoy a very special treat! :)
For a limited time only, from October 29th up until November 2nd, put on the mantle of the Little Prince of Deiland and enjoy the game with a sweet 85% discount!
Craft, cook, farm, mine, explore, and protect your planet from monsters in this colorful single-player adventure RPG. Twelve unique characters and over a hundred quests await you in Deiland.
Looking for something else? Check out other Halloween deals from 101XP, the publisher of Deiland!
During this event, which usually lasts 7-8 days, with daily replenishment, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 21 stars. also, bonus rewards will be for 3 stars and for 12
We really needed to give back for all your amazing feedback and support. So we decided to organize a little challenge for you to participate in.
On October 30, 2020, at 3 PM CET, a seed number and specific parameters are given to all players at the same time in the form of a screenshot of the personalized mode page. All the games are therefore the same for everyone.
Rewards
TOP 5 best scores of the week will win Steam gift cards because, if you love indie games (and games in general) we want you to be able to enjoy more of them.
TOP 5 - Highest Score
1st - 250€ Steam Gift Card
2nd - 200€ Steam Gift Card
3rd - 150€ Steam Gift Card
4th - 100€ Steam Gift Card
5th - 50€ Steam Gift Card
TOP 5 - Highest Harmony
1 As Far As The Eye T-shirt "Llama they see me swimmin'" and 25€ Steam Gift
TOP 5 - Highest Pupils Saved
1 As Far As The Eye T-shirt "Llama they see me swimmin" and 25€ Steam Gift Card
The As Far As The Eye T-shirt is already available in pre-order for France only on our official Unexpected website in limited edition. If you live outside of France, this challenge is probably one of your only chance to get one ;)
Rules
You can find all the Highscore Week's rules on our dedicated website page! Submit your highest score video of this seed by November 8th before 11:59 PM CET on the channel #highscore-week of our Discord Server
To celebrate the spooky season, we’ve just released a game update and a DLC update for Barotrauma. Read on to find out more!
The Halloween update: Creepy Creature Feature
This update brings a selection of creepy creatures, with a few other additions and improvements. Here are the highlights, and you’ll find the full changelog at the end of this post.
Remade watcher, an old legacy creature born anew. While suitably spooky for Halloween, this one is a permanent addition. Avoid eye contact!
Pets. Did you already try your hand at the downtime activities that the previous update added? Taking care of your onboard pet is the next level of “things to keep you busy when it’s not too busy”. Enjoy!
As a temporary bonus, the pets come in Halloween costumes, and there is one pet that is Halloween-only. Can you guess which one?
Undo/redo for the submarine editor – for many, this is probably the real treat in the update, and we’re very happy to finally have this functionality!
Server browser profanity filter. Tired of bad words in server names? You can now choose not to see those servers at all, and customize your list of unwanted words.
AI gets new skills: bots can now be ordered to put items back into cabinets.
New lights and animations to indicate device states, such as when a pump or a fabricator is running.
Several new sounds and music tracks.
As always, be sure to update your game to the latest version to be able to host and join multiplayer servers!
DLC update: “The Europan” gets a new volume
The Barotrauma Supporter Pack has been updated: there is a brand new volume of “The Europan” newspaper now available! We’ve also updated the soundtrack included in the DLC, and there are a couple of new wallpapers too. Which one do you like best?
Official Halloween mod
For some extra Halloween textures, don’t forget the Trick or Trauma mod that we made for Halloween last year! It’s still available on Barotrauma’s Steam workshop and compatible with the most recent version of the game.
We wish you all a peaceful Hallowtide!
v0.10.6.2 changelog
Changes and additions: - Reworked Watcher. - Added pets (can be obtained by buying eggs from outposts). The pets produce items that can be used for crafting if they're kept happy and well-fed. - Added a new AI behaviors: Observe, Follow and Freeze. - Added toolbelt (a wearable container with a capacity of 12 and it's own dedicated slot) as a replacement for the toolbox. - Improvements to the effects caused by psychosis: the affliction icon is not visible to the psychotic character, the fake fires and floods are a bit more convincing, the affliction plays random sounds and can cause other characters to become invisible. - Added capture group support to RegEx component. - Added black and white paint. - Added optional "forbidden word filter" to the server browser. The filter is off by default. The list of forbidden words can be modified by editing the file "Data/forbiddenwordlist.txt" in the game folder. - Increased the damage of 40mm grenades. - Misc improvements to the tutorials. - Added undo and redo functionality to the submarine editor. - Added animations and lights to pump, fabricator, deconstructor and engines. - All explosions now inflict explosion damage instead or in addition to lacerations. - Nerfed the mudraptor slightly: the head and the tail armor should now break more easily; increased the cooldown of some attacks. - Mudraptor's armor now explodes when destroyed. - Added an unarmored variation of mudraptor. - Bonethresher's head is now vulnerable to gunshotwounds and lacerations. - Adjusted the appropriate jobs for bots. - Changed the automatic crew selection logic for orders. - Only show either electrical or mechanical repair order for the contextual selection, depending on which skills the item requires. - Previous order icons of the same type are no more created, no matter if the target was different than the current. - Tigerthreshers can now attack inner walls of the submarine. They still need help to get inside. - Changes to the Tigertherthresher's main collider that should improve the overall movement. - Option to make particle emitters modify the color of the particles. - Set a limit to how many bots you can hire in the campaign (currently 16). - Explosions caused by sodium, potassium, magnesium and lithium being exposed to water don't trigger additional explosions (e.g. oxygen tanks don't explode if they happen to be next to a sodium explosion). - Pumps and relays placed in the sub editor are on by default. - Added sounds for the nausea affliction. - Nausea now inflicts a minor stun and internal damage when the character throws up. - Monsters now stop fleeing after a while, if they are not being chased and can't perceive the target anymore. - Implement spread, speed, and rotation for the spawn item status effects. - Minor damage (less than 1 hp) doesn't spawn particles anymore. - Rebalanced upgrade parameters, allowing for more noticable benefits. - Allow closing the splash screens with esc. - Added more copper to chalcopyrite and bornite deconstruct recipe. - More calcium for aragonite, adjusted prices. - Made large monsters immune to paralyzant (mudraptor is the largest affected monster). - Use player name instead of server name for the server owner when hosting a server. - Don't draw turret range indicators in the sub editor when the turret isn't selected. - Adjusted Hammerhead's posture. - Minor adjustments to Mudraptor's animations. - The number of monsters now increases the event intensity more than previously, which should spawn monsters less frequently. - Added some unarmored mudraptors to low-difficulty levels.
Modding improvements: - Added Scale and Offset to Light Sprite's parameters. - Fixed the Constant Torque parameter not working right. - Allow to enable/disable tail angles per limb. Previously the angle was only applied to the first limb of type Tail. - Added per limb multipliers for sine animations (fish tail movement). - Exposed the fleeing and avoiding times on the monster AI parameters. - The Light Sources on characters can now be defined with conditionals. - Added HealthMultiplier parameter that can be used in StatusEffects like SpeedMultiplier.
Character Editor improvements: - Fixed a number of issues with the joint limit widgets. Also allowed to set a joint to rotate clockwise, which inverses the widget direction. Useful for heads or other limbs that extrude right from the main body. - The colliders of the hidden limbs are now hidden in the game view. - Changed the hotkey for toggling the parameter editor from "Tab" to "F1" and fix the inability to toggle the editor when a text field is selected. - Fixed load and save interfaces being broken on lower resolutions.
Sounds: - Added 2 new background music tracks - Added a new, separate sounds for opening and closing the alien doors - Added a new sound for medium-sized fires - Added new heartbeat sound for suffering from low oxygen - Added new sounds for the hull creaking - Added a new sound for a broken pump - Added a new sound for tinnitus after an explosion - Added a new sound for alien artifacts - Added a new sound for electrocution - Added a new sound for husk footsteps - Added new misc. UI sounds - Added a new variations for some existing sounds - Improved some existing sounds - Exposed GUI sound definitions in the sounds.xml file
AI improvements and fixes: - Added a new AI behavior and order: cleanup items. - Fixed severe performance hit when damaging outpost NPCs with a weapon that does continuous damage (for example a flamer). - Reworked the contextual "Wait" order: the order now targets a position instead of an entity. - Bots are now allowed to more things even they are not inside the player sub. For example they can be told to extinguish fires in the outpost or rescue crew members inside a wreck (when they are at the same place). WIP. - Bots now try to put oxygen tanks to oxygen tank containers, before the oxygen generator or supplycab. - Bots now re-equip hats, helmets, and other clothing that they have unequipped for being able to wear diving gear. - Bots now use the underwater scooter when they have one in the inventory. - Bots should now be slightly smarter when putting off fires. - Bots don't anymore retaliate if they are being shot while there is an enemy around. - Fixed a number of cases where bots would get stuck or fail to fix a leak. - Fixed bots with steering order targeting the shuttle nav terminal instead of the main nav terminal. - Fixed NPCs getting aggroed by certain drugs (e.g. anaparalyzant). - Fixed bots not prioritizing the wall mounts for containing the extinguishers. - Fixed monsters targeting inner doors when they shouldn't. - Fixed outpost guards attacking the player for defending themselves against the aggressors on the event "mediator". - Fixed NPCs not reacting when the player is attacked. - Fixed AI considering characters on the opposing combat mission team as friendly. - Fixed some steering issues where bots would return to the last waypoint instead of continuing with their current path when they should. - Test changing the assignment logic for maintenance/operate orders: if the player doesn't specify the target character, use the bot who already is following the same order. The intention is to make it easier to change the target item of the order. The draw back is that ordering multiple bots to man the turrets now requires an extra step: specify the target character.
Misc fixes: - Fixed clients always getting the generic "could not connect" error message when connecting to a server fails, even if there's a specific reason to the connection failing (e.g. disallowed symbols in the player's name, mismatching content packages or game version). - Fixed yet another cause for "missing entity" errors. Occasionally happened in monster missions when a monster happened to get assigned the same ID as an item in a player's inventory. - Fixed clients spawning a respawn shuttle in non-campaign missions even if the server has disabled respawning, leading to "missing entity" errors. - Fixed planters dropping removed seeds after a save is reloaded. - Fixed plants not updating the health after being fully grown in multiplayer. - Fixed decal syncing working unreliably in multiplayer. - Fixed "level doesn't match" errors after leaving a shuttle/drone behind in the multiplayer campaign. - Fixed painted/dirty walls going to full opacity when transitioning to a new level in the campaign. - Fixed crashing when trying to render a light whose range is less than 1 pixel. - Fixed crashing when using a repair tool causes an explosion (e.g. when killing a terminal cell with a plasma cutter). - Mudraptor: Adjusted and fixed the animations. - Fixed irrelevant damage modifiers (like bleeding) affecting the damageemitter's particles. In practice, this caused damagemodifiers with bleeding modifier 0 not spawn any particle effects when the limb was hit. - Fixed extinguish fires not working with extinguish fire orders if the room has not enough oxygen. - Fixed the user set state of the crew list not being respected; autohiding/showing shouldn't change the state set by the player. - Fixed significant lag spikes at outposts with many NPCs. Caused by too frequent pathfinding calls, when an NPC can't find a path to the target. - Fixed AIState.Protect throwing exceptions when an attacker has been removed. - Fixed status effects targeting nearby characters/items failing to launch, unless they used the "Active" effect type. - Fixed crashing when trying to crouch while swimming in the character editor. - Fixed pause menu being togglable during level transitions, causing errors if quitting the game during a transition. - Fixed wire disappearing from the character's inventory and from the walls when getting shocked from attaching the 2nd end of a wire in multiplayer. - Kastrull: Fixed the airlock waypoints not being linked to the doors, causing the bots not being able to operate them. - Fixed airlock warning light in Kastrull not turning off when the airlock door is closed. - Made plants non-combineable. - Fixed random submarine selection setting for servers occasionally selecting non-submarines. - Fixed dedicated servers still showing up as "playstyle-less" in the server browser. - Fixed sounds defined in affliction status effects not working. - Require at least 1 kick vote before kicking someone, no matter how low KickVoteRequiredRatio is set to. - Fixed gaps being misplaced on certain wall structures, preventing certain walls from leaking in some subs (for example the wall above Typhon's junction compartment). - Fixed "Select Matching Items" crashing in the editor when used with submarines with a linked submarine. - Fixed hull above Kastrull's drone not being connected to the rest of the hulls, preventing oxygen from flowing between the drone and the sub when docked. - Fixed junction boxes' signal connections passing power/load information. - Fixed crash when trying to clone a linked sub that you don't have the submarine file for in the sub editor. - Fixed incorrectly scaled items in the diving gear cabinet/locker assemblies. - Fixed inability to sell faraday artifacts when the condition of the artifact is 0. - Fixed monsters not fleeing if the attacker is a bot. - Fixed OnImpact statuseffects not launching if the impact was negative (e.g. when a moving sub hits an item that's below the sub). - OnDamaged status effects now launch only when there's any damage. Not when the damage is zero. - Fixed health bar pulsating even when no damage is done by an attack/status effect. - Fixed affliction probability not having any effect when used in status effects. - Fixed event intensity going down immediately when the situation gets less intense instead of gradually returning to normal. Should make it happen less that more monsters are spawned soon after the player survives the previous wave of monsters. - Fixed EventManager crashing if there are no event sets configured for the current location type (only affected mods that add new location types without adding any events for them). - Fixed items held in the left hand being drawn in front of the characters. - Fixed ability to drag and drop items into outpost reactors. - Set terminal's maximum message length to match maximum chat message length (otherwise chat-linked terminals work differently in multiplayer). - Fixed diving suit's low oxygen warning beep not following the player wearing the suit. - Fixed "propaganda" and "clown outbreak" outpost events never triggering. - Fixed "clown brutality" event getting stuck after the NPCs have been spawned. - Fixed "impromptu engineering" event giving only one coilgun ammo box despite the text saying 2. - Fixed "black market" event always giving the player the alien pistol. - Fixed incendium bars exploding when pressing the Use key while holding one. - Fixed outpost security not reacting to players throwing items that explode on impact (e.g. flash powder or nitroglycerin). - Fixed outpost security reacting to raptor bane extract injections with lethal force. - Fixed mantis' animation. - Fixed multiple wire nodes occasionally getting placed with one click when rewiring. - Fixed fire and water flow sounds staying active when returning from a multiplayer session to the main menu. - Fixed previously discovered map tiles becoming undiscovered when saving and loading a campaign. - Fixed 1st shot from SMG magazines spawned with console commands doing nothing. - Fixed calyxanide not damaging huskified humans or crawlers. - Fixed explosives exploding when combining them results in one being removed. - Fixed items that don't flip horizontally being positioned incorrectly in mirrored subs. - Fixed bots having difficulties in entering/exiting the airlocks. - Fixed doors not obstructing waypoints after docking. - Fixed occasional "velocity invalid" error messages when a character gets hit by a very fast projectile (e.g. coilgun bolt).
Halloween is here which we celebrate with a 10% discount and a new shiny patch! Btw, 10% is the max amount Bit will be discounted this year.
The 1.3.0 release contains a new free autumn asset pack called "Orion" (containing 60 assets) and a new example animation using some of the new assets. The 1.3.0 version also takes care of a range of bugs. Moreover, it contains some stability improvements, font-size increase, and better scene editing. Also, time-lapses are now exported as videos!
We are looking into making video tutorials explaining how to create compositions and utilize the editor more, no time-frame yet.
Please use the steam forum for feature requests, questions, or bug reports we actively monitor that.
We're also investigating C# support for the Godot game engine and an open-source importer.
Below you can find the patch notes containing added features, bug-fixes, and known issues.
Bit Animation Editor - 1.3.0 - Patch Notes
🌟Features
New free asset pack pack "Orion" 60 new assets to play around with
New example animation "Orion" Larger, more advanced composition using some of the new assets.
New palette "Orion". See the palettes folder in the install folder for all available free palettes.
Time-lapse exports to video instead of GIF Time-lapses sometimes have a lot of frames resulting in really big GIFs which are hard to share. Video is a much better format for sharing these on social media.
Increased UI font-size on both Windows and Mac For better visibility.
Added social media links to welcome window all the links...
Safer asset removal Added a new confirmation window when pressing remove assets to prevent accidentally removing standard assets.
Pixel-art Scaler Changed the name of the scale configuration to pixel-art Scale and added tool-tip explaining that this is not a zoom feature and that it's designed to allow scaled art but with small positional transformations.
Empty Scene States Added new empty state for main scene with buttons to open or create a new project. This was added to detect save states and enforce new projects to be saved. This in turn prevents some bugs with asset replacement and palettes.
Empty scene Changed so the application doesn't start with a default empty window.
Secrets Prepared some ground work for procedural scene generation. This is also why there is such strict library management. data data data.
Export Added an export tab under scene configuration.
Close button Added a close project button to the start menu when a project or example is open.
👾Bug Fixes
Loading size Loading screen no longer cuts of progress description.
Loading alignment Loading screen text aligned to the left to avoid jumping.
Pointer calculation Recalculated the drag and drop pointer positions to match the hovered asset's bounding box on the screen. This will make it much more intuitive and simpler to drag and drop assets and help out with targeting an asset in a scene with a lot of entities.
Scene entity pointer activation Clicking and hovering outside of the design scene will no longer trigger large asset movement, hovering, and activation.
Importer Restricted the asset importer to PNG and JPEG/JPG as other formats could be imported but are not supported or evaluated. Let us know what format you would like to import, we are looking into supporting GIF frames.
Palette buttons Moved down the find color button from the palette tool to prevent it from getting cut off in the new re-sizable windows.
Export files Restricted the export file-ending types for GIF, MP4 and PNG to match the actual file-type to prevent strange export files.
Asset buttons Changed so that "add to scene" and "replace" is only visible if a saved project is opened.
Importer window Fixed a bug with the import window rendering off-screen preventing some users to import their own PNGs and JPEGs.
Replace Added a before save history state when replacing an asset.
💣Known Issues
History Performance Slowdown performance with a large history state.
Color replacement Large projects with a lot of assets can crash when importing color palettes.
Missing Animations Removing library asset animations can crash projects.
Clone issues? Reports about cloning crashes, if you have an example of this please let us know how to reproduce.
Woooo, the release out of Early Access has been quite some work for us! We hope that you are enjoying your stay.
We spent the week monitoring your feedback and chasing a few pesky bugs.
We will come back later to you with responses to feedback. For instance, we would like to propose a new difficulty mode for players who could spare a boost, and continue to polish the game with new menus/modes, more flexible saving, balancing, and stuff! Once the main concerns have been addressed, we'll assess the demand of new content.
But today, we're interested in the game update 1.44 which just came out (and you have noticed a couple other patches these past few days). This update is mainly targeted at removing a soft-lock in Realm 6.
For your interest, here are the cumulative patch notes since the release.
Changes:
Fury will not target enemies which are currently exploding
Fury cooldown enhancements now are stepped to 7% (instead of 10%) and the cap is now 70% (instead of 50%)
Blood Bullet cursed altar has been boosted to 100% damage (instead of 50%)
Fixes:
Fixes Teleporting Blood Sentinel staying blocked in its explosion and soft-locking the game
Fixes game freezing on Nintendo Switch when encountering Realm 6 prisms (v1.0.3)
Fixes Cursed Second Wind preventing to restart or exit the game once
Fixes weapon mods dropping even though the current weapons has no free slot
Fixes Original Crab-bot and Ignis inflicting damage upon touch while they attack
Fixes player and enemies disappearing when using the Fury on the Primordial Ignis or Splat-fly Nest
Fixes Unsettling mod not resetting properly
Fixes some typos
Fixes a visual glitch in Realm 5
Fixes a crash on Nintendo Switch when rapidly undocking and plugging joycons at the same time (v1.0.4)
Fixes Jumping Challenge being active during a specific dialog