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Offline Asid

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Re: Barotrauma
« Reply #30 on: September 22, 2020, 11:22:04 PM »
Bugfixes and pastimes
Tue, 22 September 2020



Hello everyone!

We’ve now released a minor update to address issues in the New Frontiers update and to bring new downtime activities to Europan submariners – some purely optional fun and games to balance the darkness of the ocean (and to keep idle hands from messing with the boat’s wires unnecessarily), and perhaps to yield some moderate rewards, too.

For now, the new activities we’ve added are limited to gardening and cleaning, but if these prove a hit, there are more planned! So let us know what you think – are you enjoying the fruits of your labor? What activities would you most like to see added in the future?

Find a quick summary of the most important changes below and be sure to update your game to the latest version to be able to host and join multiplayer games. Scroll further down for the full changelog.

•   Gardening and cleaning. Bored? The plants need watering and the sub isn’t going to clean itself, so get to work!
•   New submarine, the heavy transportation ship R-29 designed by "Rav2n". At a long last, we’re ready to add the winner of the Big Rig design competition to the game!
•   Headset channel switching. Now you can dedicate different channels to different purposes.
•   Mudraptor overhaul – Europa’s meanest biped gets improved looks, added armor and new attack variations.
•   Fixed bots, upgrades and subs disappearing in the campaign after dying or quitting the round immediately after purchasing them.
•   Fixed a wide variety of networking errors, like “index out of bounds”, or “missing entity”.
•   Several other fixes and improvements; more details in the changelog below.

We wish you smooth sailing!


v0.10.5.0

Changes and additions:
- Added gardening: four different growable plants that produce specialized fruits which can be crafted into different items, or just thrown about and splattered on the hulls of the sub.
- Added cleaning: decals are now persistent and water gradually dirties up the submarine's walls. The dirt and the decals can be cleaned with a special tool that can also be used to paint the walls.
- New submarine, the heavy transportation ship R-29. Original design by "Rav2n".
- Overhauled mudraptor: new sprites, more varied attacks and heavier armor.
- Option to change the channel on the headset, making it possible to do things like secret communication on another channel or devices that react to commands sent on a specific channel.
- Added a verification prompt when trying to handcuff yourself.
- The inventory of handcuffed players isn't hidden completely, just locked (with a tooltip that explains why it's locked). Hiding the inventory was confusing to many new players, and it was easy to mistake it for a bug.
- Added directional markers that show the locations of the interactable NPCs in outposts.
- User's helm skill affects engine output.
- The game is paused when the campaign map is open in the single player campaign.
- The campaign map is automatically closed if the submarine gets too far from the end of the level while the map is open in multiplayer.
- Clients are allowed to view the campaign map even if they don't have the permissions to select the destination or the mission.
- The docking confirmation prompt is only shown when attempting to redock to the outpost you just left from.
- Wrecks are now properly initialized when spawned with "spawnsub" console command.
- Readjusted the attacks for the Husk and the Humanhusk.
- Added the option to select the minimum number of players required on the server for traitors to become active to the server settings menu.
- Log when clients modify the properties of an item (e.g. light colors, signal component settings).
- Allow selling items as long as their condition is over 90%.
- ID cards can be sold (as long as they're not in the player's own ID card slot).
- Disallowed selling items in equipment slots.
- Added cancel button to the "reconnecting to server" message box.
- DockingPort, Turret and LightComponent toggle connections ignore 0 signals.
- Traitor victims get a message saying they were killed by a traitor.
- Stack chat message popups when the chatbox is hidden instead of just showing one at a time.
- Switches now have lights that indicate whether they're on or off.
- Added "fuel_out" output to reactors.
- Added "set_light" connection to turrets.
- Made stun gun darts craftable from any type of wire.
- Outpost generator uses the first module type defined in the outpost config as the 1st module instead of forcing it to "airlock" (making it possible for modders to create outposts with another type of entrance module).
- Mission rounds end automatically if there are more living players inside the outpost than outside it, even if the sub is not at the end of the level.
- Made togglehud command usable in the sub editor for nicer screenshots.
- Characters don't gain helm skill when the sub isn't moving. Prevents grinding the helm skill when the sub is docked or maintaining position.
- Improved the way solid obstacles reduce explosion damage. Non-broken doors and walls nullify the damage almost completely.
- Fabricator continues fabricating when transitioning to a new level while it's running.
- Hid movement orders from the contextual command interface when there are orders of another type available.
- Made improvements to store interface tooltips. They now include the item name and should be displayed more consistently.
- Disabled automatic crew list sorting. The order now remains the same throughout the round.
- Added a second previous order icon to the crew list.
- Added character godmode, renamed mainsub godmode command to 'godmode_mainsub'.
- Increased sub editor auto save slots from one to 8 by default.
- Made logbooks sellable.
- Equipping a weapon activates it's reload time (capped to a maximum of 1 second), preventing bypassing the reload times by swapping between multiple weapons.
- Hide campaign NPC icon when the NPC is dead or incapacitated.
- Bots now prioritize stunning melee weapons based on their damage if they run out of battery.
- Made antidotes cheaper and easier to fabricate.
- Location reputations are shown when overing the cursor over a location in the campaign map screen.

Modding improvements and fixes:
- The order of all installed mods (not just the enabled ones) is now saved into the config file.
- Workshop mods can now be downloaded and installed automatically before joining a modded server.
- Disabled the Executable content type due to issues with cross-platform support.
- Fixed Unsubscribe button sometimes failing to delete mod content.
- Fixed a crash when attempting to modify the currently selected core package when other core packages aren't available.
- Fixed a modding-related crash at startup.
- Increased the "SeverLimbsProbability" cap (for items) from 1 to 10. The value is multiplied together with the joint setting "SeveranceProbabilityModifier", and limiting the value to 1 makes it impossible to boost the probability of some weapons/attacks.
- Fixed negative rotation speeds not working on decorative sprites.
- Fixed ItemPrefabs loading after AfflictionPrefabs.
- Previous enabled mods are restored when leaving a server.
- Added support for "periodic effects" (effects that execute every x seconds) to Afflictions. See the new "nausea" affliction for a usage example.

AI improvements:
- Using the fire extinguisher when there is a fire is no longer considered stealing by the NPCs.
- NPCs now spawn an oxygen tank if they can't find any. They don't spawn diving gear though.
- NPC guards now spawn more handcuffs if they don't have any and are trying to arrest a target.
- NPCs now spawn a welding fuel tank, if they can't find any. They don't spawn welding tools.
- Some adjustments to the logic on when a diving gear is required and when it's not.
- Bots now avoid idling in narrow hulls. Instead of taking the whole hull volume into account, they now give weight only for the width of the room.
- Bots should now avoid idling in flooding hulls even when they have proper equipment.
- Medics don't anymore try to rescue targets that are fixing leaks.
- Medics now try to replace empty oxygen tanks for their targets before dragging them into safety. They should also take the suit off when it's not needed.
- Security officers and those who are ordered to fight intruders now actively seek new weapons if they have a poor weapon or run out of ammo.
- Bots don't try to move while grabbed by a friendly character.
- Bots now detect and ignore leaks that other bots are targeting.
- Bots don't anymore try to decontain diving suits when the path to the cabinets is flooding.
- All crew members now try to keep the reactor running, unless the player orders someone to shut if down or turns it off manually.
- Bots shouldn't anymore try to operate items that other bots are targeting (previously they used to walk next to the device and only then continue).
- Removed the following autonomous objectives from medic and the security officer: fix leaks, repair systems, and pump water.
- Bots should now give a high priority on items that they are currently repairing, no matter if the decision to repair that item was made by them or the player controlling the character.
- Bots that operate/fix should now wait a few seconds before heading on their business (previously only in idle state). They are not allowed to wait in some circumstances, like when they are underwater or when there's a threat around.

Bugfixes:
- Fixed items that are added outside hulls not getting saved in the sub editor.
- Fixed "missing entity" errors in multiplayer if the respawn shuttle despawns after its walls have started leaking.
- Fixed submarine upgrades, hired bots and purchased items disappearing if the round immediately after the purchases ends due to returning to the server lobby or the crew dying.
- Fixed characters spawning with a 100% husk affliction on the next round if they've become huskified during a multiplayer campaign round.
- Fixed dedicaters servers not setting a play style.
- Fixed servers with no play style showing up as "Serious".
- Fixed attachable items teleporting back to the player's inventory in multiplayer if they first equip it and then attach it immediately.
- Fixed duplicate saves in the multiplayer campaign's "load save" tab when the server is running on the same machine as the client.
- Fixed broken junction boxes carrying signals from other junction boxes.
- Fixed bots disappearing from the campaign save when loading a save that was done in a level between 2 uninhabited locations.
- Fixed mp campaign sometimes loading an outpost level with no outpost and forcing the player to the map view. Happened when a campaign save that had been done in a level between 2 natural formations was loaded, which would mess up the save and cause the bug when quitting and reloading the save.
- Fixed submarine voting not working in the server lobby.
- Fixed outpost events repeating more often than they should.
- Fixed dedicated servers always being public.
- Fixed right mouse button not behaving correctly in the campaign UI when using left-handed mode.
- Made endpoint checks in the banlist more robust.
- Certain audio errors no longer crash the game.
- More Fabricator syncing fixes.
- Fixed molochs bleeding when they take any damage on the brain/main body.
- Fixed attacks never being able to do more than 100 hp damage per affliction, which resulted for example nuclear explosions and railgun shots being too weak -> re-adjusted railgun and explosion damages.
- Fixed bots failing to get an item if their inventory is full.
- Fixed bots sometimes running towards a wall after extinguishing fires.
- Fixed Husks trying to target floors/ceilings.
- Fixed the security not reacting when being attacked by a friendly character with the husk stinger.
- Fixed the Husk infection not progressing properly in multiplayer (#3673.)
- Fixed taking more husk damage reducing the Husk infection when its strength was higher than 50 (#3673).
- Fixed creatures in the group "human" not being considered friendly, which prevented creating friendly non-human characters.
- Fixed bots not always prioritizing the selected (contextual) targets first when ordered.
- Fixed incorrect priority calculations for repair objectives that causes bots to make weird decisions on what to repair.
- Fixed latched monsters ignoring decoys. Also changed the latching logic a bit, which has some minor implications on the gameplay.
- Fixed a crash when "money" cheat command was used used in the main menu.
- Fixed bots suffocating in diving suits, because they were unable to take the suit off when they should. (#3333)
- Fixed bots sometimes being unable to hit with melee weapons, especially in the "arrest" mode or when the target is down.
- Fixed bots sometimes getting stuck when they are fixing leaks while they are a bit too far from the target.
- Fixed bots insisting on equipping the diving suit before accessing Kastrull's drone.
- Fixed bots rapidly turning left and right when they are positioned between a wall and another bot in the idle state.
- Fixed one of the Thalamus spawn organs always dying because the hull was not flooding in Wreck1.
- Fixed bots failing to take account all the items in the inventory. Addresses cases where bots are confused because there are some empty/broken items and some full/functional items in their inventory.
- Fixed bots getting stuck in the find safety state when they can't find any safe hull (e.g. all the hulls are flooding and they don't have a suit).
- Fixed bots avoiding lethal pressure in some cases even when they have a diving suit.
- Fixed bots being unable to get the diving gear when some of the hulls in the path are flooding.
- Fixed bots failing to switch oxygen tanks when the tanks are empty. They don't yet know how to use the oxygen generator for refilling the tanks (coming later).
- Fixed many AI objectives not resetting properly, causing many separate issues.
- Fixed bots trying to use stabilozine to treat internal damage even though it only treats poisonings.
- Incapacitated bots now forget what they were doing. Fixes bots shooting at the player when revived after being shot by the player.
- Fixes and improvements on NPC/bot reactions when being attacked by the player.
- Fixed the devotion not working right for the subobjectives of looping objectives. Should fix cases where the bots keep switching repair/fix targets, resulting in looping walking behavior.
- Fixed coils not triggering in some alien ruin rooms.
- Fixed misaligned oxygen tanks in the oxygen generator.
- Fixed misaligned railgun shells being in the single loaders.
- Fixed explosives not triggering inside depth charges.
- Fixed damage modifiers overriding each other instead of stacking, causing some protective items to make the characters less protected.
- Fixed skill checks in the "sound in the vent", "mediator" and "big brother" events always failing.
- Fixed conversation prompt staying open after finishing either of the "Mike the Idiot" events.
- Fixed attacks never being able to do more than 100 units of damage per affliction, making some weapons less effective than they should be.
- Fixed inability to override item assemblies with mods.
- Fixed items contained inside another item in an item assembly not getting saved in the sub editor.
- Fixed links between entities not getting saved in item assemblies, causing doors to create a duplicate gap when the assembly is placed.
- Fixed stabbing with a syringe bypassing the medical skill check.
- Fixed piercing coilgun bolts going through level walls.
- Fixed particles sometimes going through walls (example case: Typhon's ballast pumps).
- Fixed SMG magazines always spawning a bullet at the start of a round even if there's already one inside the mag.
- Fixed respawn shuttle sometimes spawning with upwards velocity.
- Fixed mining outposts sometimes failing to generate, causing the game to use one of the old pre-built outposts as a fallback.
- Fixed "acid party" traitor mission causing a crash if there's only one player on the server.
- Fixed ruins sometimes spawning close to the beginning/end of the level, blocking the way to the outpost.
- Fixed crew members that have been removed during the round (e.g. despawning, turning into a husk) reappearing on the next round.
- Fixed round summary displaying "new hire" instead of the status of recently hired characters who've died during the round.
- Fixed monsters often spawning behind the submarine even if there are valid spawnpoint ahead of it.
- Fixed duct blocks in vanilla subs being repairable with a welding tool instead of a wrench.
- Fixed giveperm, revokeperm, giverank, givecommandperm and revokecommandperm not working when executed on a player with spaces in their name by a client.
- Fixed occasional crashes at the end of the round due to a race condition where SteamManager tries to check for damaged walls while the sub is being unloaded.
- Fixed mudraptor eggs never hatching.
- Fixed the "giveaffliction" command not accepting the affliction identifier as a parameter in multiplayer.
- Fixed the contextual repair order being shown even if the item was not in need of repair.
- Fixed a networking bug that caused "index out of bounds" and "missing entity errors" (although there are probably other bugs remaining that can cause these error messages). Happened in multiplayer campaign when a purchased or player-owned item happened to take the ID of an existing structure during the start of the round.
- Fixed inability to give Operate Weapons order when there's only 1 turret.
- Fixed store total not updating properly when location reputation changes.
- Fixed bots not being able to reach leaks that are behind intact walls.
- Fixed pause menu staying open when clicking "Save and quit" in an outpost level.
- Fixed all saves getting hidden from the "load game" menu when deleting a save.
- Fixed projectiles staying active if picked up mid-flight, causing them to hit the character when dropped from the inventory.
- Fixed a crash when taking control of a previously player-controlled character that has turned into husk.
- Fixed attacks working unreliably when controlling a monster in multiplayer.
- Fixed grenade launcher's muzzle flash causing items' OnFire effects to trigger.
- Fixed clicking on the job name not selecting the job as a preference.
- Fixed bots running back and forth after reaching the target waypoint if there's nothing telling them otherwise. Now the bots should continue running towards the target as intended.
- Fixed "sound in the vent" and "giving directions" events not giving any rewards.
- Fixed prices not refreshing in the store screen if the crew's reputation changes while inside the outpost.
- Fixed characters not getting stunned when failing to repair an oxygen generator.
- Fixed missing fire extinguisher in securitymodule_03.
- Fixed secure steel cabinets not requiring a key card to open in securitymodule_01 and 02.
- Fixed campaign setup menu sometimes randomly selecting an invalid sub when opening the menu.
- Fixed monster attacks not working inside ruins.
- Fixed doors not working in AlienDoorAssembly2.
- Fixed ability to link hulls to each other multiple times.
- Fixed bots triggering the campaign map by undocking from outposts.
- Don't allow the current location or the destination to change it's type at the end of a round (i.e. an uninhabited location can't turn to an outpost as you're entering it).
- Bots don't try to power up the reactor unless ordered to in outposts.
- Fixed "invalid docking port network event" error if the ID of the port has changed after the event has been created (e.g. if one of the clients happens to have an item with the same ID in their inventory).
- Fixed changes to spawn point's text properties not saving in the sub editor without pressing enter.
- Fixed ability to "bypass" sonar disruptions by switching to passive sonar before the active ping reaches the disruption.
- Fixed incorrect diving suit deconstruction recipe.
- Fixed faraday artifact not playing the explosion effect in multiplayer.
- Fixed ability to bypass vote kicks by changing your name before you get kicked.
- Fixed killing a character with morbusine not unlocking the "Poisoner" achievement.
- Fixed killing a moloch that's the target of a mission not unlocking the "Killed a Moloch" achievement.
- Fixed Berilia's and Typhon's docking ports not being connected to the power grid.
- Fixed contained item positions not being updated if they're inside a non-equipped item in a character's inventory (e.g. a sonar beacon inside a toolbox).
- Fixed sonar beacon staying active after running out of battery.
- Fixed stationary batteries being able to provide power when broken.
- Fixed pumps being impossible to adjust manually after they've received a signal through the "set_targetlevel" connection in multiplayer.
- Fixed sub names and save times disappearing from the "load campaign" menu in the server lobby after deleting a save.
- Fixed autopilot being turned on automatically at the start of a round on nav terminals that control a shuttle/drone remotely.
- Fixed names not being color coded according to job in the server lobby when a round is running.
- Fixed non-mission artifacts sometimes spawning inside level walls.
- Signal components don't output anything if the result of an arithmetic operation is undefined (square root of a negative value, division by zero, inverse trig function outside the defined range).
- Fixed handcuffs becoming unequipped client-side on successive campaign rounds.
- Fixed copypasting a single docking port/hatch or a wire in the sub editor placing it very far from the submarine.
- Fixed characters not dying, but still being unable to move, if they get crushed by pressure when they have the vigor affliction.
- Fixed crashing if a turret receives a NaN signal in the position_in connection.
- Fixed crashing when trying to reselect the current preview image as the preview image for a workshop item.
- Fixed shadow-casting convex hulls being calculated incorrectly on hatches with windows (only affects mods that add hatches with windows).
- Fixed custom items disappearing when saving a sub if the sub is both the items and the sub are configured in the same content package.
- Fixed nullref exception if a client joins or disconnects when tab menu's crew tab hasn't been initialized.
- Fixed Dugong's oxygen generator being rewireable with a wrench instead of a screwdriver.
- Fixed particles not being emitted when cutting ores.
- Fixed unwired lamp in EngineeringModule_01.
- Fixed tunnel background being interactable in ResearchModule_02.
- Fixed inability to interact with hidden linked containers in multiplayer.
- Fixed undocked linked subs being positioned incorrectly when entering a new level in the campaign.
- Fixed players not getting notified about shuttles being left behind when docking with an outpost in the campaign.
- Fixed salvage missions not completing if the item is inside a subinventory (for example a toolbox).
- Fixed rejoining clients not gaining control of their previous character if they've changed their name.
- Fixed healthbar being positioned incorrectly on large resolutions.
- Fixed fabricator's hover text saying it's repairable with a screwdriver.
- Fixed last hit from a stun baton doing nothing.
- Fixed diving suit lockers that have been recolored in the sub editor reverting to default color when a suit is placed inside them.
- More reliable syncing of doors' stuck state. Should fix doors appearing usable client-side even though they're actually welded server-side or vice versa.
- More reliable memory component and text display syncing.
- Fixed events that require a specific item not taking items in subinventories into account.
- Fixed events where the player has to pay for something being possible to complete even if the player doesn't have enough money.
- Made "goodsamaritan" and "huskcultist" events remove the items from the player immediately after opting to give/use the item. Otherwise it's possible to keep the item by dropping it from the inventory before dismissing the conversation prompt.
- Fixed events that increase the medical skill giving the character a duplicate medical skill entry.
- Fixed light sprites not rotating when rotating an item.
- Fixed contained items not rotating when the container is rotated.
- Fixed legacy railgun controllers being fired with the Use key instead of the Shoot key.
- Fixed XP popups not showing up in multiplayer.
- Shuttle batteries can't be damaged by explosions because they can't be repaired.
- Fixed text overlapping with the icon in the "purchased supplies have been delivered" popup.
- Fixed mission notification appearing in front of the round summary.
- Fixed crawler walking/running animations when the creature is facing left.
- Fixed irrelevant damagemodifiers affecting the final damage when multiple damage modifiers exist.


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Offline Asid

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Re: Barotrauma
« Reply #31 on: October 17, 2020, 02:45:45 AM »
Full steam ahead
Fri, 16 October 2020



Hello everyone!

Now that we've settled back into business as usual, it’s time to take a look ahead – and behind.

What's next?
Next up in Barotrauma's development is a Halloween update, a compactly sized content update. You should expect to see it pretty soon, and we'll write more about it once it's out!

After that, we plot a course toward...

The next major update
We've got one more big content update planned for this year, and it's going to include some highly wishlisted additions, including but not limited to the environment overhaul, ballast flora and new mission types. This update will round off the major developments we've made this year, with the Rusted Remnants and New Frontiers updates, to bring diversity, content, and a real sense of progression to Barotrauma. We're excited to be delivering this "part 3" content update before the year is out, and we hope you'll like it too!

Five years in development
Tomorrow marks five years since our first playable build. Back then, Barotrauma was a solo developer's hobby project with a different name, and if you'd like to see what that looked like for yourself, you can do that now on our blog https://barotraumagame.com/announcements/five-years-of-subsurf-barotrauma/ . (We think you'll agree that we've come a long way since then, but you can probably still tell it's the same game!)

We're proud to be five already and happy to have so many of you following our progress – stay tuned for more news about the coming updates!

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Re: Barotrauma
« Reply #32 on: October 30, 2020, 02:21:33 AM »
Halloween Update: Creepy Creature Feature
Thu, 29 October 2020



Happy Halloween, everyone!

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).


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Re: Barotrauma
« Reply #33 on: November 21, 2020, 03:21:16 AM »
Sneak peek: The environment overhaul
Fri, 20 November 2020



Hello everyone!

The end of the year is getting closer, and so is our next update. It’s all about the world outside your submarine – from level generation to new environment art, many things are getting more variety and polish. Read a bit more below and check out this blog post on our website for more details! https://barotraumagame.com/gameplay-features/sneak-peek-the-environment-overhaul/

Explore caves: This update adds caves that are too small to fit a submarine into, so you’ll have to go out for a swim to see what awaits inside. They come in many shapes and styles, and we’ll be adding even more in the future!

Navigate more complex maps: Level generation has been improved in many ways, and in the next update, you’ll see branching paths, obstacles that you’ll have to destroy or go around to reach your destination, and multiple possible paths through a level.

Discover new areas: The environment itself has been overhauled and now consists of five areas, or biomes, that are distinct in appearance, environmental hazards and enemies. From the icy Cold Caverns through the temperate Europan Ridge and the mushroom gardens of the Aphotic Plateau, be ready for the crushing depths of the Great Sea and the fiery views of the Hydrothermal Wastes! We’ll see you on the other side.

Related to these new environments, the update will add a couple of new mission types, and there will be new enemies as well. Find out more about those when we release the update – in the first half of December.



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Re: Barotrauma
« Reply #34 on: December 05, 2020, 02:13:54 AM »
Update Preview: Uncharted Depths
Fri, 4 December 2020



Ahoy!

The last Barotrauma update of the year, Uncharted Depths, is coming next week. It will feature a complete environment overhaul, new missions and new monsters that all add to the sense of progression and greater variety that we’ve been working towards this whole year. Here’s what you’ll find in it:

New environments. From caves to level generation improvements and new environment art, there are big changes on the horizon. Read more about the environment overhaul in this earlier post! https://store.steampowered.com/newshub/app/602960/view/2880577391809789980

New missions. In the next update, you get to go clear out a cave, scout for mineral deposits and repair and activate beacon stations to guide civilization further down into Europa’s ocean. Let us know which new mission you like the best! We’ll continue adding more mission variety with following updates.

New monsters. We’re adding two new enemies with completely new behaviors. First, say hello to Europa’s first enemy with a ranged attack: the spineling shoots armor-piercing spikes that can impale both you and your submarine. And then, the ballast flora that we’ve been working on for so long is finally here, ready to infest your sub’s electrical grid – enjoy.

Read more about the update on our blog, and stay tuned for its release next week! https://barotraumagame.com/updates/update-preview-uncharted-depths/




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Re: Barotrauma
« Reply #35 on: December 19, 2020, 11:43:04 PM »
Happy holidays!
Fri, 18 December 2020



Hello everyone!

We hope you’re enjoying the newly hotfixed Uncharted Depths update – thank you for all the comments and reactions in recent weeks, what a way to wrap up this year in development!




With the five big updates we’ve released this year, Barotrauma has grown by leaps and bounds, and we’ve been thrilled to see our community continue to grow with it. Now it’s time for us to take a little Christmas break before heading into the new year and new updates, and we wish you wonderful holidays too. Find some more greetings on our blog, and see you next year!

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Re: Barotrauma
« Reply #36 on: January 16, 2021, 02:20:46 AM »
Happy new year & quick player survey
Fri, 15 January 2021



Hello everyone, and happy new year!

We’ve returned to our desks and are working on the next update. It will be a smallish one and focus on various improvements and also some new content (more cave content, notably!). We’re going to write more about the update a little closer to its release.



Besides working on the game, we’re always working to read what you write on our Discord and on the Steam forums (and more recently, did you know we also have a discussion board on our GitHub? Take a look! https://github.com/Regalis11/Barotrauma/discussions/ ), but we also have a number of more specific questions on our minds. Things like…

What’s your favorite player class? Take this quick survey to tell us that and a couple of other things

Thanks for your time! If we get a lot of answers, we may send another questionnaire your way, later. Have a nice weekend!

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Re: Barotrauma
« Reply #37 on: January 30, 2021, 01:25:39 AM »
Preview: The Cave Update
Fri, 29 January 2021



Hello everyone!

The first Barotrauma update of 2021 is almost here – we’re hoping to release it in less than two weeks. It’s going to be a fairly small update that focuses on fixes, a few content additions and a handful of important improvements. Take a closer look on our blog now https://barotraumagame.com/updates/preview-the-cave-update/ , and check the short summary below for a quick teaser.

The Cave Update
•   More cave variety: explore Forest caves & Mushroom caves
•   New cave hazards to make cave exploration even more dangerous
•   Newborn “hatchling” variants of three monsters
•   Item stacking: carry several of the same type of item in a single inventory slot
•   Outpost store improvements: more variety and better deals with Daily Specials and Requested Goods
•   New character variants enabled for modding – make custom monsters more quickly in .xml


What do you look forward to the most? Let us know and stay tuned!




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Re: Barotrauma
« Reply #38 on: February 11, 2021, 02:00:56 AM »
The Cave Update
Wed, 10 February 2021




Hello everyone!

The first update of the year, a small update that focuses on more cave content and various improvements, has just been released. As always, please be sure to update your game to the latest version to be able to host and join servers. Find the full list of changes further below, and here are the highlights:
•   More cave variety – explore Forest caves, Mushroom caves, and Bioluminescent caves. These new cave types will be found in the later biomes, starting from the Europan Ridge.
•   New cave hazards – prepare to deal with vines, gas vents, ice shards and other such dangers as you venture into caves.
•   Newborn “hatchling” variants of three monsters – the mudraptor, the thresher and the crawler now have juvenile variants.
•   The glowstick – this new kind of flare will come in handy on cave exploration trips.
•   Sleeping in beds – this highly requested improvement isn’t just cosmetic, it also heals injuries slowly over time.
•   Item stacking – now you can carry several of the same type of item in a single inventory slot to make inventory management, medical treatment and crafting more straightforward.
•   Outpost store improvements – more variety and better deals with Daily Specials and Requested Goods.
•   Font scaling – this has been requested time and again by those who play on bigger screens, and now you’ll be able to adjust text size to fit your needs better!
•   New character variants enabled for modding – make custom monsters more quickly in .xml, the same way we made the new hatchling variants.


PLEASE NOTE: With this update, submarines that you’ve automatically downloaded when joining other people’s servers will no longer be permanently stored on your computer. If you want to keep some subs you have downloaded from servers before, please back them up before launching the game – you can find your downloaded subs in the game’s local files, in the "Submarines/Downloaded" folder. This change does not affect your own campaigns or custom submarines you’ve downloaded for yourself from Steam Workshop, and backing up your subs is not necessary to continue playing.

We hope you enjoy the update!




v0.12.0.2

Cave improvements:
- New cave types and improvements to cave sprites.
- New cave hazards: exploding mushrooms, gas vents that drain oxygen and fuel tanks, sharp crystals that inflict bleeding and lacerations, hallucination-inducing plants.
- Made the caves more narrow.
- Position caves and ruins closer to the main path so the players won't have to swim hundreds of meters just to get to the entrance.
- Completing a nest mission turns adjacent empty locations to "Explored".
- Monster spawns are delayed up to a certain limit when most of the human players are exploring a ruin, wreck or a cave.
- Show a sonar marker at the cave's entrance in nest missions.
- Added some nest-specific level objects.

Additions and changes:
- Implemented stacking small items.
- Decreased toolbelt capacity to 6 slots.
- Rebalanced level events to have a better difficulty curve.
- Further improvements and balancing to the way locations change to other types of locations.
- The owner of a duffel bag is shown when hovering the cursor over one.
- Increased vanilla drones' range to 400 m.
- Nerfed stunning. The effect is now incremental: for example, a few hits from a stun baton only slows the target down, but a full stun requires several hits.
- Allow laying on beds.
- Added mudraptor, thresher and crawler hatchlings.
- Removed vision obstructing effects from diving mask and diving suit.
- Added "quickstart" console command.
- Added "setfreecamspeed" console command.
- Zoom more slowly when holding Ctrl in freecam. The speed can be adjusted with the "camerasettings" command.
- Added "CauseSpeechImpediment" attribute to afflictions that stops huskaffliction from causing a speech impediment when set to false.
- Added "sendmessages" attribute to affliction prefabs. When set to false it prevents husk affliction from sending messages on the screen.
- Increased the steps in the aim assist slider to make it possible to set it more precisely (there's a big difference between 0% and 10%).
- Show a "waiting for the campaign to start" text for clients without campaign management permissions in the game mode panel when campaign is being set up.
- Disable all the non-campaign-related elements in the server lobby when a campaign or campaign setup is active.
- Added some diving suits to outpost modules.
- Made engine's propeller damage indicator in the sub editor match the damage radius.
- Invert nav terminal velocity_x output and applied engine force for flipped subs. This should make it so that the sub will go forward when the engine is in "forward" state, instead of going to the right which is the default forward direction.
- Made cabinets waterproof.
- Nav terminals display a warning then the autopilot detects an ice spire.
- Modified oxygen tank, welding fuel tank, underwater scooter and duffel bag densities (they don't sink or ascend as quickly as they used to).
- Reduced skill requirements for rewiring.
- Restrict Concat Component's output length.
- Welding tools can now be used to destroy ballast flora.
- Made floating ice chunks easier to destroy.
- Ballast flora can be damaged by explosions and tools even when it's submerged.
- Select the items/structures in an assembly when placing one in the sub editor.
- Fertilizer no longer increases water consumption on plants.
- Replaced fuel rods for uranium in fertilizer recipes.
- Allow adjusting sound volumes at 1% increments.
- Allow opening Command Interface's manual assignment when using hotkeys or "clickless" mode. Can be done by holding Shift (same key used to open the contextual interface) when navigating to the assignment phase.
- Added new editable property "NonPlayerTeamInteractable" for Items. Prevents players or the bots in their crew from interacting with the item, but still allows outpost NPCs to interact with it.
- Made outpost reactors non-interactable for player team characters.
- Monsters can spawn at both sides of the level during PvP missions, as opposed to always spawning near the sub on the left.
- Disable trying to edit human heads in the character editor, because it would break.
- Monsters can now use doors for fleeing and they should be able to break doors that are in the way to the escape target. However, if the target they are fleeing from is in the same room, they still "panic" and just try to run away from the target.
- Previously the swimming speed of monsters was halved. Now it's clamped. This fixes slow monsters like husk swimming really slow inside the submarine, but it also affects the others.
- Added a diving knife in one of the security item sets, so that the security officers always have a lethal weapon and won't have to keep bashing the creatures with a stun baton.
- Added a medic crate for medical items that are bought from an outpost. Previously the medical items were spawned inside a chemical crate.
- Changed the sounds heard in psychosis depending on whether the character is inside or outside of a submarine.
- Husks can now operate doors and hatches. They can also climb ladders and break doors, which they can't open.
- Added ability to set custom background images in sub editor.
- Added a checkbox to skip localization to item labels.
- Made changes to ignore icon visibility: they can now be seen from further and won't fade out when you move close to them.
- Made item selling prices adjust based on the store balance: as the store balance decreases, the store will offer less for the items you are selling.
- Added "wikiimage_character" command, which generates an isolated image of the currently controlled character.
- Added "wikiimage_sub" command, which generates an isolated image of the currently loaded submarine.
- Renamed memory component's "signal_store" input as "lock_state".
- Added visual snap grid into submarine editor and "togglegrid" console command to toggle it.
- Relay's toggle input ignores "0" signals.
- Only allow attaching one wire to a reactor's power_out connection, because more leads to power issues.
- Made motion sensor's IgnoreDead, Offset and Target properties editable in-game.
- Entering the sub while docked to an outpost doesn't make the music switch from an outpost track to a normal one.
- Restricted pet name tag to 32 characters.
- Instead of a static starting wallet of 2500 marks, the players get 8500 minus the price of the starting sub.
- Replaced existing skill progression feedback with skill increase popups.
- Added new music track, "Extraterrestrial Broadcast".
- Fruits now float on water.
- Added a HSV color picker in sub editor that can be accessed by clicking the small color preview rectangle in the property editor.
- Ctrl+V keybind in sub editor now pastes on the position of your cursor instead of at the center of the screen.
- Holding Alt and dragging the mouse now brings up a measuring tape in sub editor.
- Added "bindkey", "unbindkey" and "savebinds" console commands that can be used to assign console commands to keys.
- Disabled hotbar slot keybinds when holding the Windows Key on Linux.
- Allow banning players who've left the server by clicking on their name in the crew list or server log.
- Husks now ignore incapacitated characters. They also know how to crouch to reach stunned/ragdolled characters lying on the floor.
- Improved the waypoint generator.
- Added store-specific Daily Specials and Requested Goods that change as the game progresses: Daily Specials are cheaper to buy and Requested Goods are more profitable to sell.
- Added store-specific price variance: every store has its own small price factor that affects all item prices.
- Hammerhead spawns are no longer afraid of being shot with sub's turrets. They also try to get in more aggressively.
- Readjusted the flame particle positions on the welding tool and the plasma cutter.
- Lowered the electrical skill required for wiring oxygen tank shelves and diving suit lockers.
- Mission cargo items are now marked with the red hand item. Taking them is considered stealing.
- Added glowsticks.
- Added an option to change the text scale.
- Show cave entrance markers on the sonar during mineral missions.

Bots:
- Bots report ballast flora when they see it.
- Bots operating turrets now report what they see. They also call "firing" a bit less frequently.
- Bots using a coilgun/railgun report which kind of enemies they see.
- Fixed medics sometimes not letting go of the character they're treating after running out of medical items.
- Fixed medics not ignoring targets that they can't heal, because they don't have the items for it, which caused the medics to be trapped in a looping behavior.
- Outpost NPCs can arrest or kill players who try to cause leaks in the outpost.
- Changes to how the bots operate repair tools, so that they won't fail so easily when the water forces kick in.
- Bots (only the crew) now tolerate a bit more damage from repair tools before reacting.
- Bots should now properly respect ignored targets also when they are already targeting the item when you tell them to ignore it.
- Fixed bots not equipping diving gear when the oxygen level is low and there is no leaks/water in the hull, causing them to suffocate.
- Fixed bots "forgetting" autonomous operate (operate reactor or steer) orders if the objectives happen to fail.
- Fixed bots sometimes incorrectly abandoning a movement objective, when the path requires a diving gear.
- Bots should now know how to get back inside through gaps in the hull.
- Fixed NPCs not being able to repower the reactor if the player somehow manages to unpower it.
- Bots now run when they are ordered to clean up things.
- Bots now ignore mudraptor eggs (to not foil your evil plans by cleaning them up).
- AI Pathing: Fixed a huge penalty given to stairs causing characters to choose weird paths to avoid stairs.
- Fixed bots running towards a door when they can't find a path while following a target, which was not the intended behavior. The bots should now stop moving and wait in place instead.
- Fixed docking port not always being properly connected to a door, causing a missing link between the waypoints and making it impossible for the bots to access the port on some subs. The accepted distance is now relative to the docking port's sprite's height so that all doors inside the sprite should be treated as close enough. Additionally you can manually link a door to a docking port in the sub editor.
- Fixed bots thinking that they need a diving suit to access certain drones/airlocks on subs that the creator haven't manually removed the waypoints on the ladders outside the airlock door. There's no need to remove those waypoints anymore, although it shouldn't matter if you do.
- Bots should now always heal players when ordered to. They still use a threshold for targeting other bots, but it's now slightly higher (90 instead of 85). This only applies when the bots are ordered, not when they act on their own.
- Bots now speak about not having any targets after a 3 sec delay. Fixes bots sometimes complaining that there's no targets even when there are.
- Fixed bots not properly ignoring non-interactable containers.
- Fixed bots dropping off from ladders when they first try to go up using a ladder and then down using another ladder right next to the first ladder. Happened especially in Kastrull.
- Fixed bots taking items from mission cargo containers (e.g. clean up or rescue).
- Fixed bots not properly checking the line of sight while trying to extinguish fires.
- Bots don't anymore drop empty oxygen tanks in the sea, if they have room in the inventory.
- Bots should now take oxygen tanks with less than 80% either to an oxygen generator or an oxygen tank shelf. Secondary places for non-empty tanks are the diving and the supply cabinets.
- Bots should now take battery cells with less than 80% to a battery or charging dock (added "batterycellrecharger" tag for these items).
- Bots don't yell anymore that they need more oxygen when they are running out of oxygen and have a non-empty oxygen tank(s) in their inventory.
- Fixed bots not respecting the Wait order inside ruins.
- Bots now shoot ice spires when the sub is moving towards them or if they are very close to the turret.
- Bots steering the sub now report ice spires they spot on the sonar.
- Bots now switch batteries when operating scooters. They also unequip the scooter if they run out of batteries, instead of just swimming with it.
- Bots now know how to switch batteries to the stun baton.
- Bots don't drop empty welding tanks or ammunition in the sea anymore, if they have room in the inventory.
- Fixed bots not shooting through turrets that block the line of sight.

Modding:
- Fixed mods not being sorted correctly until changing the order through the settings.
- Fixed mod load order not being restored correctly when leaving a server.
- Status effect definition attributes are now case insensitive.
- TriggerEvent in StatusEffects now supports inline events and the event tags have been renamed to "statuseffecttarget" and "statuseffectentity".
- Added support for defining a contextual name for an order (e.g. "Wait" and "Wait Here").
- Added support for IntegerInput elements (with "min" and "max" attributes) for the CustomInterface component.
- Option to define character variants that override some parts of another character. See the "Content/Characters/Variants" folder for some usage examples.
- Fixed a number of crashes in custom repair tools, especially if they operate on their own without requiring a user.
- Added "needsair" attribute to husk affliction, when set to true it disables low oxygen resistance granted by husk affliction.
- Fixed crashing when a StatusEffect targets a removed limb.
- Fixed conditional "And" comparisons not always working correctly when targeting items (the conditional needed to be true on the item and all it's components).
- Added support for overriding textures on character variants. Only supports overriding the entire texture, not separate textures per limb.
- Added support for overriding animations on character variants.
- Added min and max conditions (in percentages) for preferred containers.
- Added support for randomized deconstruction output: Deconstruct elements now support "chooserandom" and "amount" attributes, Item elements support "commonness" attribute.
- Added ClearTagAction that removes the specified tag from the event.
- Added CheckAfflictionAction that can be used to check if a character has an affliction.
- Added "InWater" property to characters.
- Planter component now triggers "OnPicked" status effects when interacted with.
- Allow items with a kinematic physics body to have a connection panel component.
- Fixed HasStatusTag conditionals only checking the first active status effect.
- Fixed multiple characters spawning when a character infected with multiple different types of husk afflictions dies.

Bugfixes:
- Fixed desync when entering a new level when there's a logbook with a very long message in the sub or in someone's inventory in the multiplayer campaign.
- Fixed very large numbers of submarines in the "Submarines/Downloaded/" folder causing excessive loading times, freezes and high memory usage.
- Delete submarines from Submarines/Downloaded when launching the game and hide downloaded subs from menus. The folder is now essentially a temporary folder for storing a server's submarines during a game session, not a place for persistent storage.
- Fixed crashing when trying to "select matching items" when right-clicking a linked sub in the sub editor.
- Fixed filename case issues and using backslashes instead of forward slashes in mod file paths causing errors on Linux and Mac.
- Fixed crashing when trying to respawn a bot in the multiplayer campaign.
- Fixed server list only showing up to 50 servers.
- Fixed connections that have the same start and end location sometimes getting generated on the campaign map, leading to a crash when trying to load the campaign save.
- Number input boxes don't clamp the value until the input box loses focus or enter is pressed. Fixes clamped values being very difficult to edit.
- Fixed a crash in GetDisguisedSprites.
- Mission events unlock the mission even if the conversation gets interrupted.
- Fixed lights on turrets rotating around the origin of the item, not the origin of the barrel.
- Fixed nav terminal's "velocity_in" input doing nothing.
- Fixed newly placed coilguns and searchlights not rotating the light sprite in sub editor.
- Fixed R-29 cargo lights not toggling on.
- Fixed missing waypoints in Berilia.
- Fixed docking ports' DockingDistance not being affected by the scale of the item.
- Fixed KarmaManager's MaxStructureDamageKarmaDecreasePerSecond not working as intended, allowing karma to decrease more than it should when doing lots of structure damage in a short time (e.g. when using explosives).
- Fixed engine's propeller hitbox not being moved or scaled when the engine is rescaled.
- Fixed holes in walls becoming non-see-through when starting a new round in the campaign.
- Fixed corrupted/invalid content packages whose xml file can't be loaded being added to the list of content packages, leading to a crash.
- Fixed devices failing to receive power if connected directly to a docking port's power connection without a junction box or relay in between.
- Fixed "disallowed upgrades" field not being taken into account in the upgrade UI when using prefab identifiers.
- Fixed level generation sometimes failing to generate the complete path to the destination.
- Fixes to docked subs being placed on the wrong side of the docking target in some cases (namely, when neither of the ports is connected to a door). Also added "ForceDockingDirection" setting to docking ports to enforce the direction if the automatic logic still fails due to some weird port setup.
- Fixed "velocity invalid" error if a monster that's indoors eats a corpse that's outdoors or vice versa (e.g. if you drag a corpse through the airlock while a monster is eating it).
- Fixed diving suit not giving any protection for radiation sickness.
- Fixed conversation prompts not disappearing if the controlled character dies when executing subactions (for instance, when the clowns are approaching the players at the beginning of the "clown relations" event).
- Fixed crashing when taking control of a black moloch with console commands.
- Fixed character editor creating tiny limbs if the mouse cursor goes outside of the sprite sheet area when the user is drawing a new limb. Drawing new limbs is no longer restricted to the sprite sheet area (it still works in display screen space!).
- Fixed husks and humanhusks targeting turrets when they are inside the submarine.
- Fixed monsters sometimes choosing weird paths when the hulls are flooding.
- Fixed assignment tooltip sometimes being displayed on command interface when it shouldn't be.
- Fixed ability to open manual assignment for orders targeting all characters.
- Fixed player characters' orders not being reset in between multiplayer rounds.
- Fixed "unignore" icons being displayed in multiplayer.
- Fixed crew list background blocking mouse input.
- Fixed order icons being always displayed over container when the order target is contained.
- Fixed CustomInterface component's UI text not reflecting the actual signal when changed by another player in multiplayer.
- Fixed inconsistencies in meds when fired from a syringe gun.
- Fixed thalamus spawning too many leucocytes in wrecks (particularly on higher difficulties).
- Fixed ability to choose a campaign save filename that's illegal on Windows when hosting a server on Linux or Mac, preventing Windows players from joining the server.
- Fixed workshop item download prompt not fitting on the screen when trying to join a server that has a large number of mods installed.
- Fixed being able to hear ready check ticking when the popup wasn't visible.
- Fixed an occasional lag following a crash when there's Spinelings present in the game (#4453).
- Fixed autopilot trying to steer away from connected subs that aren't directly docked to the main sub (e.g. drone docked to a drone docked to the main sub).
- Fixed a crash in the character editor when editing a limb's source with "adjust collider" enabled and if the source rect's size is zero or negative.
- Fixed docking ports not locking client-side if hulls fail to generate between the ports (e.g. if the thing docking to the sub doesn't have hulls).
- Fixed subs with a tall shuttle docked on top sometimes spawning partially inside the level's top wall.
- Fixed melee weapons being able to hit through walls/doors as long as the origin of the item is on the same side of the wall/door as the user.
- Fixed ballast flora jamming doors permanently if it dies while trying to drown a player in the ballast tank.
- Fixed pets not spawning at the position of the owner.
- Fixed rare "failed to generate a wall (not enough vertices)" error when generating a level.
- Fixed ability to see inside secure steel crates without appropriate access by swapping them with a normal crate.
- Fixed welded doors staying stuck and nav terminal not getting reset when redispatching a shuttle.
- Fixed mudraptor shells spawning outside the mudraptor's inventory.
- Fixed recovered shuttles disappearing if you quit during the round immediately after purchasing shuttle recovery in multiplayer campaign.
- Fixed logbooks always spawning in the same cabinet in a given wreck.
- Fixed items with a physics body disappearing when they are outside hulls during saving.
- Fixed items attached to walls (e.g. signal components) deattaching when resetting them to prefab values in the sub editor.
- Fixed characters that have been turned invisible by psychosis staying invisible when you switch to them.
- Fixed crashing when selecting a client who's controlling a monster in the tab menu.
- Fixed "where no man has gone before" achievement being impossible to unlock due to the depth being calculated incorrectly.
- Fixed submarine switching deleting all upgrades in multiplayer.
- Fixed Hammerhead Matriarch often not being able to break the sub's walls when hitting it.
- Fixed Hammerhead Matriarch's head deforming incorrectly (this fix may affect any modded content using conditional sprites with deformations).
- Fixed crash in sub editor when copying a linked submarine that you lacked the original file to.
- Fixed turrets and searchlights having incorrect light rotation when minimum rotation limit was the same as maximum rotation limit.
- Fixed popup messages preventing you from steering on the navigation terminal.
- Fixed inability to start a server when there's a very large number of subs installed.
- Fixed XP messages flying away when inside a moving sub.
- Potential fix to occasional disconnects with an "index was outside the bounds of the array (ENTITY_POSITION)" error message. Happened when lots of items and characters were being created and removed in rapid succession, for example when using turrets against large numbers of enemies.
- Fixed a rare crash caused by an "index out of range" exception in Hull.Update after loading or mirroring certain custom submarines.
- Linked subs inherit the submarine class of the parent sub. Fixes drones/shuttles on deep diver subs getting crushed in the late game levels.
- Fixed nav terminal displaying pressure warnings when the sub is past the crush depth of a non-upgraded sub.
- Fixed monsters sometimes spawning inside floating ice chunks.
- Fixed wrecks sometimes blocking cave entrances.
- Fixed Kastrull drone flooding when undocking using the button next to the hatch.
- Fixed wire/component placement grid having a too high opacity.
- Fixed ancient weapon being sometimes unable to damage ruin walls.


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Re: Barotrauma
« Reply #39 on: March 06, 2021, 02:26:32 AM »
Sneak peek: Abandoned outposts
Fri, 5 March 2021



Ahoy!

We’re busy at work on the next major update, and one of the new features it will include is…

Abandoned outposts

The world of Barotrauma changes according to what you do or don’t do in it, and a location that is next to monster hunting grounds may become abandoned by its usual inhabitants. Then it will be your job to find and enter the affected outpost and evict whatever has made itself at home inside:

•   Hunt down monsters and destroy their nests, or
•   Deal with squatting outlaws and dispose of their leader, or
•   Deal with outlaws and make sure they don’t come back later – destroy the station reactor for good measure.
•   Get out alive.


What do you think? You can get a more atmospheric glimpse of what’s to come on our blog. Stay tuned – this update is planned to be released towards the end of April, and we’ll write more about other new additions over the coming weeks!



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Re: Barotrauma
« Reply #40 on: April 16, 2021, 11:47:41 PM »
Update Preview: Embrace the Abyss
Fri, 16 April 2021



Hello everyone!

The next update, Embrace the Abyss, is coming next week. It’s a big update with a lot of additions to the campaign, new missions and monsters, as well as various changes to improve player experience; read more on our blog, and let us know what you’re looking forward to the most!

Improving new player experience

While Europa is unforgiving by its nature, we want to make Barotrauma a little less demanding to get the hang of. To this end, we’re adding…

•   Contextual hints about the game that are shown when you encounter certain things for the first time during a round.
•   More information in the info tab menu, and a new button for it to make the info tab easier to find.
•   Interactable, large submarine preview wherever you see a thumbnail image of a submarine in-game.
•   Mission difficulty indicators and boss creature health bars to help you pick your battles and win them too.


 
New campaign features
We’re adding more story features to the campaign, in the form of slowly creeping radiation. On the flipside, you will need to take some time to build a reputation and upgrade your sub to be able to move to new areas of the map. Radiation can be turned off in the game settings for a more sandboxy experience.

The update also introduces limited mid-round respawning for multiplayer campaigns, and side missions that are found as icons on the campaign map.

Abyss monsters
The update adds two deep sea monsters, the charybdis and the endworm, that only spawn in the abyss that is found below the normal level. The abyss itself has got a bit of a facelift, making it easier to access from all levels and adding mineral islands to make exploration more rewarding.

Abandoned outposts
Another major content addition are abandoned outposts: an outpost that is near monster hunting grounds may be taken over by outlaws and wildlife. New missions to clear out an abandoned outpost are being added too.

As always, the update will include numerous other fixes, additions and improvements. You can already see some of those on our Trello, and check out the full changelog when the update is released, next week!


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Re: Barotrauma
« Reply #41 on: April 23, 2021, 12:02:25 AM »
Update: Embrace the Abyss
Thu, 22 April 2021



Hello everyone!

The Embrace the Abyss update has just been released. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and venture into the game now to find…
•   Abyss monsters.
•   New campaign features – side missions as world events, gate locations, optional radiation, and more!
•   Abandoned outposts and related new missions.
•   Numerous quality of life changes and player experience improvements.

Please see this earlier post for a more detailed summary, and find the full changelog further down. We hope you enjoy this update!
v0.13.0.11

Campaign changes:

- Replaced "Lair" locations with "hunting grounds" in the connections between levels. Inhabited locations next to hunting grounds have a chance of getting abandoned and habitation can't spread through those levels to adjacent locations. The hunting grounds can be cleared by killing a boss monster in the level.
- Beacon stations are shown on the campaign map.
- Visual changes to the map to make it a bit more intuitive.
- When you enter a level with a beacon station, you always get an optional side objective to restore it even if you haven't selected a beacon mission.
- Added radiation on the campaign map: the intensity of the radiation around Jupiter is slowly increasing, which is forcing Europans to delve deeper under the ice. In practice, the radiation gradually destroys the outposts starting from the left side of the map, making it more dangerous and costly to stay in these areas. The intention behind this is to prevent players from farming resources indefinitely in the low-difficulty areas of the game before proceeding further.
- Gating progress between biomes: you need a certain amount of money or reputation before you can enter the next biome.
- Reworked exit points at uninhabited locations: there's a hole/tunnel above the start/end of the level the sub needs to enter to leave.

Abyss:

- Reintroduced Endworm and Charybdis.
- Added floating islands that contain caves and rare minerals to the Abyss.

New player experience:

- Added in-game hints, designed to help with new player onboarding. Can be disabled in the settings.
- Added text highlighting to mission descriptions.
- Player-controlled characters get automatically assigned an appropriate order when the game starts to guide the player on what they should do and to make it easier to find the relevant device(s).
- Changed the camera animation at the start of the campaign to show the entire outpost.
- Display mission difficulty in the available missions list, the info tab, and the round summary.
- Show an indicator when the campaign is saved.

Changes and additions:

- Added abandoned outposts.
- New mission types for abandoned outposts: destroying the outpost, clearing a nest, hostage rescue and assassination.
- Added entity subcategories to the submarine editor.
- Added interactive submarine previews to the server lobby and "New Game" screen.
- Added respawning mid-round in the multiplayer campaign mode. Respawning gives you an affliction that can be healed for a cost at outposts. You can also choose not to respawn mid-round, and instead wait for the next round to spawn normally without the affliction, just like before.
- Reworked the impacts to the sub when it's hit by monsters. Increased the screen shake and stunning. There's now a 30 second cooldown for getting knocked down. Fixed the impact not triggering if the colliding limb is not big enough.
- Reworked attacks and effects for the following creatures: Moloch, Black Moloch, Hammerhead, Hammerhead Matriarch, and Golden Hammerhead. They now have a bigger impact on the sub when they hit it. Black Moloch's emp damage is halved.
- Added Abyss Diving Suits which slows down your movement speed but offers more protection against pressure and consumes oxygen more slowly than the normal suits.
- Added Combat Diving Suits which slow you down less than normal suits and offer more protection against damage.
- Added black moloch mission variants.
- Moloch's shell now always breaks when shot with a railgun.
- Increased the audio ranges for Watcher and Hammerhead Matriarch.
- Overhauled tab menu: improved layout, added submarine and reputation tabs, current funds are displayed in the campaign mode.
- Recreated waypoints for the vanilla subs.
- Bots can now be renamed through the outpost crew management interface.
- Certain large monsters' (endworm, charybdis, boss variants of molochs and hammerheads) health bars become visible at the top of the screen when you damage them.
- Added EMP effect to nuclear shells. Increased the damage a bit.
- Added a right click context menu option to copy debug console errors to clipboard.
- Railgun shells now explode instead of piercing armor. Physicorium shells still go through armor. Make all railgun ammunition slightly more likely to break limb joints.
- Added multiple current orders: you can assign up to three simultaneous orders for characters and drag the icons to change their priority.
- NPCs (non-bots) speak report related lines less than they used to.
- The bleeding particles are now emitted from the last matching limb instead of the first. Readjusted particle emit frequency and scale.
- Reduced Moloch's bleeding reductions.
- Trying to pick up a diving suit when you're already wearing one swaps the suits.
- Made monster eggs glow to make them easier to spot in caves and abandoned outposts.
- Exploding oxygen/fuel tanks don't make other tanks explode.
- Added a delay to oxygen/fuel tank explosions.
- Disconnect wires from beacon stations instead of deleting the wires completely.
- The probability of disconnected wires in beacon stations is relative to the level's difficulty, and no wires are removed if the difficulty is less than 20.
- Improved server filters: instead of only being able to search for servers that have a certain setting enabled/disabled, the filter can be set to "Any" (thanks someone972!).
- Show whether a server is player-hosted or dedicated in the server list.
- Show whether a server is public or private in the server lobby.
- Added a server setting for locking all default wiring in subs.
- Added favorite button to the server lobby.
- Banning a player who's using Steam Family Sharing will now also ban the owner's account, solving ban evasion using this method.
- Disabled NPC conversations in sub editor test mode.
- Beacon stations' reactors don't deteriorate or consume fuel to prevent the station from going back down when the player is travelling out from the level.
- The output length of all signal components is now restricted to 200 characters by default to prevent performance and networking issues if the output is set to an excessively long value (such as the entire dialog of the Bee Movie). The limit can be increased in the sub editor.
- Stunning still works on friendly characters even if friendly fire has been disabled on a server.
- Made radiation sickness's icon appear before it starts causing burns (instead of working the other way around).
- Made radiation sickness cause nausea.
- Added a screen distortion effect for radiation sickness.
- Added a checkbox to color component that toggles between RGBA and HSV input.
- Fabricators now display remaining time when fabricating.
- Revisited husk animations, movement speeds, and general balance. Husks regenerate a lot and are a bit tougher than they used to be. Human husks can and will easily rise again, unless properly killed.
- Adjustments and fixes on the thresher attacks.
- Revisit mudraptors' attacks. Fixes unarmored mudraptors and mudraptor hatchlings acting weird when attacking characters in water.
- Lower the overall damage of all the hatchlings.
- Added a link to the wiki to the main menu.
- Drop empty/used oxygen tank from diving suit when trying to swap in a new one when the inventory is full.
- When using an equipped item from a stack (e.g. a medical item), another item from the same stack is automatically equipped.
- The mid-round mission messages (e.g. "the monster is dead, navigate out...") are shown in the tab menu's mission tab.
- Make characters grabbable and the inventories accessible after a half a second delay. Fixes abusing the toy hammer to access NPC inventories.
- Allow fabricating fresh fuel rods, welding fuel and coilgun ammunition using depleted ones.
- Restrict the length of the text that can be entered as a sonar beacon's sonar label.

Fixes:

- Major improvements to the voice chat: higher audio quality, less intrusive radio effect, fixed clicks/distortion.
- Attempt to fix crashes with the error message "failed to generate OpenAL/stream buffer" on Mac.
- Fixed crashing on startup with the error message "unable to load shared library 'freetype6' or one of its dependencies" on some Linux systems.
- Removed outdated steamclient.so file from the dedicated server (no longer needed because it's automatically installed by Steamworks). Should fix inability to host dedicated servers on Linux.
- Fixed clients' job preferences not being respected in all cases where they should, resulting in some clients getting a job that should be give to another client.
- Items can't be stacked in the equip slots (e.g. you can't hold and throw a stack of grenades).
- Trying to pick up a stack of items with a full inventory doesn't pick up the item in both hand slots.
- Fixes/improvements to item position syncing. When trying to pick up an item whose position has gotten desynced, the server should correct the item's position immediately.
- Fixed turrets getting cropped by the "wikiimage" console command.
- Fixed items with nothing but a holdable component (e.g. medical items) being hidden when hiding wires in the sub editor.
- Fixed ban list not displaying ban reasons or the duration of the ban.
- Fixed items appearing misplaced when switching to the sub editor mid-round with console commands.
- Fixed shuttles spawning undocked in certain custom subs (e.g. DOMA Prototype Mk 8).
- Fixed "tried to add a dead character to CrewManager" console error when reviving a character who died of high pressure.
- Fixed skill levels not getting updated in the "my character" tab mid-round.
- Fixed clients not calculating eventmanager intensity, preventing any high-intensity tracks from playing in multiplayer.
- Fixed campaign map being closed with RMB even if the user has inverted their mouse buttons.
- Fixed damage sometimes desyncing when the sub hits walls/spires: happened because damage was also applied client-side, which sometimes caused the clients to damage walls that weren't actually hit server-side.
- Fixed physics bodies between docking ports not getting mirrored in mirrored subs, sometimes causing impassable areas in spots where the docking port used to be.
- Fixed status monitor in a docked shuttle sometimes not displaying the main sub.
- Fixed campaign stores sometimes displaying prices for a previous location.
- Fixed various scaling issues on higher resolutions.
- Fixed monsters fluttering while pursuing other creatures. Only happened while swimming and was not notable on all monsters).
- Fixed mouse cursor being switched to hand even when the spritesheet is not shown in the character editor.
- Fixed monsters with low head/torso torques moving backwards when they try to turn around 180 degrees.
- Fixed regular Moloch not bleeding correctly.
- Fixed Workshop mod download prompt looping and freezing when there's a hash mismatch after a mod has already been installed.
- Fixed ability to walk through the heavy doors in mining outposts.
- Fixed nav terminal ignoring velocity_in signals when the terminal hasn't been operated by anyone during the round.
- Fixed one of the engineer variants having too many items in the toolbelt.
- Fixed "hide incompatible" checkbox in the server browser.
- Fixed characters getting impact damage from collisions with sensors. Caused characters to get stunned when they're thrown around by a monster while touching a level trigger (for instance, the branches in forest caves).
- Fixed bioluminescent cave's hallucination effect never going fully away and made it treatable with haloperidol.
- Fixed bots treating radiation sickness too eagerly (leading to wasted antirad).
- Added missing platforms to abandoned outpost modules.
- Fixed non-interactable items being counted as owned in the store interface.
- Fixed husk's mouth tentacles rendering on top of the left hand. Also fixed a minor texture bleeding on the waist.
- Fixed possible desync when multiple players use the crew management interface simultaneously.
- Fixed a crash when no valid limb was found for an affliction. Probably only happened with characters that already had some limbs severed.
- Fixed non-multiplied damage to limbs effectively always being clamped to 100, which means that no attack could do more than 100 damage per hit unless there's some damage modifier defined on the target limb.
- Monsters now stop targeting characters that are far enough behind level geometry. Fixes them getting stuck while trying to reach targets that are not easily reachable.
- Fixed players getting prompted to download subs when the server has disabled file transfers.
- Fixed command-spawned characters not getting the "job" tag on their id cards.
- Fixed coilguns consuming ammo faster than they should when linked to multiple loaders.
- Fixed wiring interface labels overlapping when using a high text scale.
- Allow engine propellers to do damage inside the sub.
- Fixed new lights being displayed as off in the sub editor until you toggle the lighting.
- Fixed non-ruin artifacts sometimes spawning on top of the sub.
- Fixed terminal's welcome message getting cleared when using the test mode in the sub editor.
- Fixed fabricator displaying the "not enough room in the input inventory" error even if the items fit in the input inventory by stacking.
- Fixed signal check components being unable to output whitespace.
- Fixed inability to edit smoke detector's parameters in-game.
- Fixed smoke detectors outputting empty signals.
- Fixed "engineers are special" outpost event not giving a price discount.
- Fixed clients being unable to vote for subs they don't have.
- Fixed a bunch of non-suitable items (such as devices that can't be deattached) being displayed in the "extra cargo" menu in the server lobby.
- Fixed crashing if you try to press the server log button in the lobby when connection to the server has been lost.
- Fixed item disappearing from the character's hand when you combine it with an item in a container in a way that doesn't fully deplete/remove it.
- Fixed gaps in the "backwall pipes" sprite.
- Fixed dedicated servers restricting player count to 1 less than the MaxPlayer setting.
- Fixed Kastrull's drone airlock not flooding correctly.
- Replaced legacy small pumps with the new ones in Orca.
- Fixed monsters sometimes spawning very close (or even inside) the respawn shuttle.
- Fixed "attempted to set SoundRange to NaN" error when a reactor's maximum power output is 0.
- Fixed wall damage particles sometimes spawning at an incorrect position.
- Fixed black moloch doing only 62.5% of the structure damage compared to the regular moloch.
- Fixes to R-29: fixed top docking port's control circuit, adjustments to pre-placed supplies, adjusted discharge coil power consumption, minor visual fixes.
- Reduced the amount of clown gear in the "Praise the Honkmother" mission to fit everything in the crate.
- Fixed non-repeatable outpost events starting to repeat once all of them have been triggered.
- Fixed inconsistency in the way vertical velocity in/out signals are handled by the nav terminals. Previously "velocity_in" would interpret positive y as upwards, even though "velocity_y_out" outputs a negative value when going up. Now positive is always down (= corresponds with the "descent velocity" value displayed on the terminal).
- Fixed Hammerhead Spawns not targeting decoys.
- Fixed the abyss monsters not targeting "provocative" items, like flares, glowsticks, scooters etc.
- Fixed Hammerhead Matriarch constantly fleeing from divers. It's intentional that the matriarch avoids the divers, but not as much. Now they should flee briefly only when shot by the player, making it possible for the divers to reach it (#5449).
- Fixed camera shaking/vibrating when moving at high speed.
- Fixed monsters being able to attack through ruin walls.
- Fixed overlapping vending machine and light switch in CrewModule_02.
- Fixed respawn shuttle maintaining an incorrect position after getting dispatched.
- Fixed inventory tooltip not changing when the cursor is hovered on the slot and the condition of the item changes.
- Fixed waypoints not being able to find hulls that have been added since the sub was last saved in the sub editor, causing them to appear blue.
- Fixed resizable outpost hallway modules not having waypoints and thus causing navigation issues.
- Fixed water particle effects not showing up when water flows between certain rooms in Remora.
- Addressed the lag spikes occasionally caused by Spineling's spikes when they hit/get stuck to something.
- Fixed logbooks being empty in the wreck salvage missions.

Bots:

- Bots now warn when you are running low / out of oxygen or welding fuel tanks, turret ammunition, or reactor fuel.
- Bots no longer report dead monsters on the sonar.
- Disabled the dialogue lines about not finding any targets for the given order, since they don't really improve the feedback. Instead they can give a wrong impression that the bot is not following the order when they actually are.
- Bots no longer speak about not being able to reach the diving suit when they fail to get it because it was taken by someone else. They will target another suit like they used to.
- Bots don't extinguish fires when there's ballast flora in the hull.
- Bots only speak about getting attacked when attacked by players. Fixes security bots throwing ultimatums on other bots that accidentally damage them (e.g. while welding).
- Bots that operate an item (reactor/turret) now drop the empty items on the floor instead of placing them back to a container. This saves time and the empty items should be taken care of by the idle bots.
- Fixed bots not seeking more oxygen before the remaining oxygen level drops to zero when they already have diving gear equipped and when they are staying stationary, leading to suffocation when the bot is repairing/operating while already wearing the diving gear and running out of oxygen tanks.
- Fixed bots trying to swap the oxygen tank too early when they are outside of the sub, which in some cases might lead to bugs where they try to get back inside the submarine.
- Improved the feedback by adding dialogues for swapping the oxygen and for not being able to find more oxygen.
- Fixed bots trying to return the diving suit when it's not a reasonable thing to do, but when they actually don't need it.
- Fixed bots failing to swap an oxygen tank from a diving mask to a diving suit when both items are equipped.
- Fixed bots getting confused when they have a mask without a valid oxygen tank inside it and when there's not enough oxygen in the room to be without the mask.
- Bots now react faster in general to all enemies.
- Bots now automatically attack enemies outside of the main sub, if they have a weapon. While docked to an enemy outpost or submarine, the "fight intruders" order now acts as an offensive order to attack the enemies on the connected submarine/outpost.
- Fixed bots following the player when the player is controlling a monster.
- You can now escape from NPCs by going far enough from them while they are pursuing you.
- Fixed bots reacting to attackers that are outside of the submarine.
- Fixed the "reportrange" parameter not working when the character is attacked. In practice only has effect on NPCs.
- Fixed report icons being shown also for other teams instead of just one's own team.
- Bots now target the closest limb instead of the main collider when they aim with the turret. With small creatures, this should now make any difference. With long creatures, it allows the bots to target the extremities of the body instead of always shooting at the main body.
- Fixed non-security bots fleeing the enemy (in defensive combat state) even when they are ordered to fight intruders.
- Bots no longer automatically unequip weapons after combat if they are outside of a friendly submarine.
- Fixed bots having difficulties in leaving the ruins via gaps.
- Allow bots to use gaps also to exit the sub, but only when following a player character.
- Fixed bots always trying to reach the closest item even when it's unreachable.
- Make bots find items faster.
- Fixed bots sometimes continuing their movement (e.g. walking towards a wall) when they fail to find the diving gear they need to continue with the go to objective (e.g. follow).
- Fixed security officers standing idle next to the stunned target and doing nothing when they don't have handcuffs. Only happened while trying to arrest the target.
- Fixed multiple bots occasionally trying to operate the reactor at the same time.
- Fixed bots "stealing" stuff while cleaning up. Happened when the objective changed (= they decided or were ordered to do something else while cleaning up). Idle bots are no longer allowed to take items from purchased containers.
- Fixed bots running headlessly around while trying to find the container for items while following the clean up order. Now they should walk around instead and only run when the target container is found.
- Fixes and adjustments to security officer reactions for damage done by friendlies.
- Fixed bots sometimes yelling that they can't enter an airlock when the sub is docked.
- Fixed bots taking items from fabricators and deconstructors.
- Fixed bots saying "Can't reach target [name]".

Modding:
- Fixed custom loading screen tips not showing up if the vanilla content package is enabled.
- Fixed crashing when loading a save where a stack contains more items than the maximum stack size for the item/container.
- The hit impact of a monster's attack can now be adjusted with the new "submarineimpactmultiplier" defined in the attack block. Note that this is a multiplier to the actual impact, hence also the force applied on the attacking monster affects the final impact.
- Explosions now have three new parameters: ignorecover, onlyinside, and onlyoutside.
- Fixed crashing/disconnects when preloading content at the start of a round if random events contain character variants. In practice, mods that used character variants in random events occasionally prevented rounds from starting.
- Fixed crashing when attempting to play a music clip that isn't a valid ogg file or if the file is not found.
- Fixed crashing when trying to spawn a character variant with custom inventory contents.
- Renamed the ai parameter "Threshold" as "DamageThreshold".
- Replaced "spawndeep" with "abyss" spawn type (defined in random events).
- New parameters StayInAbyss and StayInsideLevel that define the area where the creature tries to keep inside while not attacking.
- The creature disable distance, which totally disables the creature, is now exposed in the character parameters. The distance for triggering simple physics, which disables all the limbs and keeps only the main collider updated, is half of this distance. Increased the default from 22 000 to 25 000 (pixels).
- New attack pattern: Circle (around the target). Used by the abyss creatures.
- The aim speed and accuracy of NPC characters can now be adjusted in the npc (spawn) definition. The Aim speed also affects melee attack speed.
- Fixed OnSevered status effects launching also on the limb that the severed limb was attached to.
- Added "bleedingnonstop" affliction, which is just the same as normal bleeding but it never wears off.
- Added and option to target the last matching limb instead of the first (StatusEffect.TargetType.Limb). Implemented targeting other limbs even when the status effect is triggered from the limb, which was previously only implemented for status effects that targeted character. See Endworm for an example.
- Fixed hidden limbs not being ignored in many cases where they should, which potentially could cause issues with some custom monsters.
- Added "bleedparticlemultiplier" parameter in character definition, which can be used to increase/decrease the general amount of bleeding for the character in question.
- Added an option to always ignore an ai target if it's not inside the same sub as the character.
- Attacks can now "blink" limbs when they attack (Endworm). Blinking is a generic way to rotate limbs so that they "animate" (see Watcher's eye).
- Added AITrigger that can be used to trigger an ai state using the status effects (See Charybdis).
- Turned IsTraitor into a property so it can be accessed by status effects.
- Changed husk affliction's type to "alieninfection" because using "huskinfection" as both the identifier and type makes it impossible to add custom husk infections and reference just the custom one in conditionals or statuseffects.
- Fixed affliction statuseffects targeting NearbyItems or NearbyCharacters causing a crash.
- Corpses don't spawn in wrecks that contain no waypoints/spawnpoints.
- Monster events don't spawn monsters in wrecks that don't contain enemy spawnpoints.
- Fixed afflictions caused by status effects being multiplied by deltatime even when setvalue="true". The only vanilla statuseffect affected by this was incremental stun, which would stun the player for 1 frame instead of 1 second, but this may have affected some mods as well.
- Fixed errors when trying to load a beacon station with no reactor.
- Fixed level editor crashing when it tries to place a wreck that contains linked subs in the level.
- Added "onlyplayertriggered" condition for status effects. Currently only implemented for OnDamaged.
- Fixed crashing if you try to create a decal with incorrect casing.
- Fixed affliction's periodic effects being unable to reference afflictions defined later in the affliction xml.
- Fixed crashing if you save a campaign with a large map and try to load it with map generation parameters where the map is smaller.
- Fixed explosions not damaging level walls if their structure damage is set to 0.
- Fixed inability to load more than 5 wires per connection even if the connection is set to allow more.
- Allow to define afflictions (types or identifiers) to trigger the OnDamaged status effects only from certain afflictions and not all that do the damage. If the afflictions property is not defined, no restrictions are used (works as it used to).

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Re: Barotrauma
« Reply #42 on: August 25, 2021, 11:26:55 PM »
Fix patch and summer’s end greetings
Wed, 25 August 2021



Hello everyone, it’s been a while – we hope you’ve all had a great summer!

We’re now back at work after our summer break, and today we have released a patch with a long list of fixes – find out more on our blog and see the full list of changes below. Be sure to update your game to the latest version.

With these fixes released, we are already busy at work on the next major update. Stay tuned as we write more about the long-awaited alien ruins overhaul, coming later this year!


v0.14.9.0


Changes:

- If multiple turrets have been linked to the same loader, the turrets can't be swapped individually (both need to be swapped at the same time to prevent turrets from getting linked to an incorrect type of loader).
- Emergency lights don't cast shadows by default (they have such a short range that disabling the shadows usually doesn't make a difference visually, but improves the performance of the subs).
- Allow closing the submarine previews with esc.
- Made ballast pumps in Kastrull's drone indestructible (because they're impossible to access without breaking the walls/floors).
- Made exploding coilgun ammo more expensive and increased the capacity of the ammo boxes a bit.
- Made pirate subs immune to ballast flora.
- Security's stun guns spawn fully loaded.
- Reduced escort missions' base commonness. Doesn't have an effect in the campaign because the commonness is defined in the mission events, but fixes escort missions being much more common than other mission types in mission mode.
- Destroying a reactor with explosives depletes the fuel rods.
- Hide the equipment slots and character portait in wiring mode.
- Added platforms behind Remora Drone's hatches.

Fixes:

- Fixed enemies sometimes not spawning at all during a mission. Happened when the game selected the "stowaway" event to occur during the mission.
- Fixed pirate and escort missions not being available from late-game outposts.
- Fixed occasional "unauthorized multithreaded access to RandSync.Server" errors when starting a pirate mission in multiplayer.
- Fixed crashing with a "E_INVALIDARG" SharpDXException if an ice spire happens to generate on a very short level wall edge.
- Fixed crashing when trying to spawn inventory items for a character who left before respawning during the previous round.
- Fixed batteries always recharging at "full speed" when not full, regardless of how much power is being drawn from the battery. E.g. a battery that's only connected to a lamp drawing 5 kW of power would always recharge at the full 500 kWmin.
- Fixed traitor items sometimes spawning in non-interactable or hidden containers.
- Fixed turret rotation limit widgets working unreliably in the sub editor.
- Fixed barrels being misaligned on scaled turrets in the sub preview.
- Stores don't offer/request sealed supply crates as daily specials.
- Fixed campaign settings (radiation enabled, max missions) resetting when reopening the campaign settings menu.
- Fixed hitscan projectiles not hitting structures outside hulls when the turret itself is inside a hull.
- Fixed inability to swap items between the character's inventory and a container in some situations in multiplayer (when the container was right at the edge of the character's interaction range).
- Fixed bots being unable to repair the pump in Typhon's bottom airlock.
- Fixed crashing when repairing or fabricating something as a husk (or some other character with no CharacterInfo).
- Fixed crashing when reviving someone using CPR as a character with no CharacterInfo (e.g. husk).
- Fixed upgrades using the original value from a previous item when swapping to a new one (e.g. swapping a railgun to a coilgun sets the power consumption to the railgun's power consumption). More specifically, this happened when the campaign was saved and reloaded after purchasing the upgrade, and the item was swapped after that.
- Fixed wrecks sometimes being positioned right side of the exit position.
- Fixed characters not getting knocked down at the last stage of husk infection if they have the Vigor buff.
- Fixed discharge coil triggering when trying to rewire it.
- Fixed some ActionTypes having the same value (e.g. OnFire == OnDamaged). Caused wrong type of status effects triggering in some cases, for example OnDamage effects when an indestructible thalamus organ is on fire.
- Fixed items that are set to be hidden in-game being visible in the sub preview.
- Fixed bots being unable to weld leaks that are too high above them, even if they're actually in reach. Happened because the distance to the leak was calculated relative to the character's position, even though the range of the welding tool is relative to the character's shoulder.
- Fixed cargo mission rewards being displayed incorrectly when there's multiple cargo missions selected and not enough capacity for all the cargo.
- Fixed caret getting misplaced when clicking on a textbox with padding.
- Fixed headset only being able to send signals to each wifi component once.
- Fixed bots sometimes ignoring broken devices. Happened when another bot had selected the device as their repair target, even if the bot was currently repairing something else.
- Fixed nav terminal labels sometimes being draw under linked status monitor HUDs.
- Fixed bots sometimes not fixing airlock doors/hatches. More specifically, doors whose center point was outside a hull.
- Fixed medic bots grabbing the target and never letting go when there's no suitable treatments available anywhere in the sub, or when they're in an outpost and not carrying any suitable treatments.
- Fixed bots suffocating when they run out of oxygen tanks if ordered to wait wearing a suit.
- Fixed ability to select other items when operating periscopes. Didn't cause problems in vanilla subs, but in custom subs where the turret was placed close to the periscope and other interactable items, it was possible to accidentally select something else when trying to fire.
- Made nav terminal's "velocity_in" input change the target velocity, not just the steering input, making it possible to adjust the velocity with signals when using autopilot.
- Fixed text fields in a component's editing menu not refreshing until you've interacted with another component.
- Fixed ruins sometimes overlapping with level walls (when they happen to spawn next to a very large cell).
- Fixed ability to "partially open" the health interface in the sub editor, causing the inventory layout to get messed up when clicking on the character portrait even though the health interface isn't drawn.
- Fixed ability to keep dragging an item from a stunned/ragdolled character's inventory after they get back up.
- Fixed nuclear weapons not damaging ballast flora.
- Fixed normal uniforms deflecting projectiles even though they shouldn't.
- Fixed clients who've opted to spawn with reaper's tax getting a new character if the round ends before the client respawns.
- Fixed occasional crash with the error message "collection was modified; enumeration operation may not execute" when loading mods on startup.
- Fixed ability to keep dragging the previously equipped wire in the sub editor after you equip another wire with the wire hotkeys.
- Fixed characters' sprite depth changing during the "autowalk" towards a bed or chair.
- Require the sub to move a bit faster to crush characters between the sub and a wall. Previously essentially any non-zero velocity was enough to crush a character, even if the sub didn't appear to move.
- Fixed nests sometimes getting placed outside caves. Happened when the game tried to position the nest above an opening at the bottom of the cave.
- Fixed inability to use the health interface on the escorted characters.
- Fixed 1st client (usually the host) always spawning at the same spawnpoint in multiplayer even if there's multiple suitable ones available.
- Fixed stacked partially used items (e.g. stacked explosives that have been damaged) dropping from character inventories at the start of a round.
- Fixed occasional freezing when replacing lost shuttles after purchasing submarine upgrades.
- Adjusted Endworm's colliders so that you can't hit the tail between the armor segments before first breaking the armor (making it less easy to cut the worm in half).
- Fixed hull properties not carrying over when copying hulls in the sub editor.
- Fixed occasional "collection was modified" exception in CargoMission.DetermineCargo. Happened if the client received an updated campaign save while trying to load the sub between rounds.
- Fixed a broken waypoint in Berilia's cargo bay.
- Fixed seeds sometimes vanishing when trying to plant them in MP.
- Fixed planter boxes displaying the "uproot" message when empty.
- Fixed depth charges going through doors and hatches.
- Fixed ability to dock docking hatches to ports and vice versa.
- Fixed camera being able to focus on a turret when a periscope's "position_out" connection is wired to a turret's "power_in" connection.
- Fixed water detectors not detecting very small (water depth < 1px) amounts of water in hulls.
- Fixed duffel bags not spawning at the end of a round if the character hasn't despawned/respawned yet (i.e. if the character's corpse is still present in the sub).
- Fixed wrecked Dugong's distress signal being impossible to receive due to "allow cross-team communication" being set to false on the wifi component sending the signal.
- Fixed fabricator being unable to stack empty items in the output slots, preventing empty tanks from being fabricated when the output slots are occupied even if additional tanks could be stacked on them.
- Fixed messed up "Shuttle Shell A Glass A" sprite.
- Fixed delay components not working if the delay is set to 0.
- Fixed loaders getting slightly misaligned when swapping an empty hardpoint with some weapon.
- Fixed pumps placed in the sub editor being off by default.
- Fixed weapon skill increases not being capped according to the max vitality of the target. Resulted in enormous weapon skill gains when doing massive amounts of damage (more than the target's max vitality), e.g. by shooting a hammerhead matriarch in the egg sack with a nuke.
- Fixed ability to delete vanilla beacon stations and pirate subs in the sub editor.
- Fixed pirate subs sometimes spawning in side paths that are too narrow for the sub to pass through.
- Fixed an exploit that allowed creating game-crashing infinite signal loops using wifi components.
- Fixed a typo in the abyss diving suit description (100,000 m -> 10,000 m).
- Fixed several vanilla sub docking hatches requiring a welding tool instead of a wrench to repair them.
- Fixed "Operate Weapons" order being available when interacting with a turret directly, leading to a crash when trying to do so.
- Fixed missions disappearing from abandoned outposts after finishing the campaign.
- Fixed canister shells refilling automatically between rounds.
- Fixed turrets working with incorrect loader types (e.g. coilgun being able to fire laser bolts when linked to a pulse laser loader).
- Fixed "exterior pressure exceeds diving suit capabilities" hint popping up when carrying a diving suit.
- Fixed biome noise loops still playing after the round ends.
- Fixed detonator rapidly draining condition from flash powder and incendium instead of exploding them immediately (potentially resulting in partially used items).
- Fixed exploit in plastiseal crafting recipe (plastiseal deconstructing to 1 bandage even though 1 bandage can be used to craft 2 plastiseal).
- Fixed RepairTools applying their effects multiple times to items whose bodies consist of multiple fixtures. Caused minerals to get deattached 3 times faster than they should.
- Fixed AFK kicks when staying in any of the campaign UIs (store, etc) or other input-blocking menus for too long.
- Fixed monsters sometimes targeting owners of targeted items although the owner is ignored.
- Fixed some items held in the left hand rendering in front of the character's thigh.
- Fixed characters being focusable through UI elements (e.g. item interfaces), causing accidental interactions when the NPC interaction key is bind to LMB.

Modding:

- Added support for "additive" event sets which get added on top of another normal event set, allowing mods to spawn additional types of monsters without having to touch the vanilla event sets. See the "transitevents" event set in OutpostEvents.xml for an usage example.
- Fixed subs appearing to disappear after being published in the Workshop, because the content package the sub gets moved to wasn't automatically selected.
- Fixed MaxTargetsToHit not working on hitscan projectiles.
- Fixed offsets not being taken into account when positioning contained items, causing status effects to happen at the position of the container instead of the position of the contained item. Didn't have a noticeable effect in the vanilla game because most contained items are positioned close to the container's origin.
- Fixed spawnpoint's job restrictions being ignored when spawning pirates and escortees.
- It's now possible to use multiple equipped WifiComponents at the same time: instead of finding the first equipped item and seeing if it can receive/transmit, the game now goes through the items until it finds one that can.
- Fixed crashing when trying to pick an item that can't be put in any type of inventory slot from a container. Doesn't happen in the vanilla game because there are no such items in any container.
- Fixed crashing during wreck generation if there's any thalamus organs outside hulls.
- Fixed crashing if a wall whose max health is set to 0 in the sub editor takes damage.
- Fixed crashing if a reactor's maximum output is set to 0 and it's set to be on by default.
- Fixed a crashing due to a null reference exception if a status effect uses "target" instead of "targets" or "targettypes" in the definition.
- Fixed shuttles docked to a wreck undocking during level generation.

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Re: Barotrauma
« Reply #43 on: December 15, 2021, 11:08:14 PM »
Holiday update: Fixes, new submarine, and DLC update
Wed, 15 December 2021



Hello everyone!

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

The holiday update

    Several new bot orders: “Prepare for Expedition”, “Find Weapon”, and “Load Items”, which commands the bot to either recharge battery cells, refill oxygen tanks, or reload ammo.
    Other bot improvements: ability to access a bot’s inventory and changes to the medic bot’s behavior.
    Improved campaign submarine selection and sub visibility in the lobby.
    Multiplayer stability improvements and several related fixes.
    Talent fixes and improvements.
    Adjustments to gardening and monster spawns.
    Orca 2, a new sub.


”The Europan” third issue
In addition to the game update, we’ve also released an update for the Barotrauma Supporter Pack – a brand new issue of the fictional newspaper “The Europan”. We hope you enjoy reading it! https://store.steampowered.com/app/1197650/Barotrauma__Supporter_Pack/



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

P.S. Find some more greetings on our blog https://barotraumagame.com/updates/holiday-update-and-greetings/


v0.15.21.0 changelog
Changes:

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

Multiplayer fixes:

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

Talent improvements and fixes:

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

AI:

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

Misc fixes:

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

Modding:

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


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Offline Asid

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Re: Barotrauma
« Reply #44 on: January 25, 2022, 12:11:55 AM »
Claustrophobia and fun on Earth and Europa
Mon, 24 January 2022

Hidden Deep now out in Early Access, bundle deal coming tomorrow


https://store.steampowered.com/app/976890/Hidden_Deep/

Hello everyone!

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

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

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

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

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

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

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

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


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