Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 21, 2019, 05:00:51 PM

Title: Barotrauma
Post by: Asid on June 21, 2019, 05:00:51 PM
(https://steamcdn-a.akamaihd.net/steam/apps/602960/header.jpg?t=1560259103)

Overcome crisis and the unrelenting pressure of a frozen ocean. Flee or fight alien lifeforms, explore a strange new world in Jupiter’s orbit, command your crew and craft equipment in a tense 2D experience.


Home page  (https://barotraumagame.com/)
Steam  (https://store.steampowered.com/app/602960/Barotrauma/)
Forum  (https://undertowgames.com/forum/viewforum.php?f=17&sid=4981c9a188647d02cacf39f9c25fd52f)
Steam forum  (https://steamcommunity.com/app/602960/discussions/)
Youtube  (https://www.youtube.com/user/Regalis11)


Single-player, Multi-player, Online Multi-Player, Local Multi-Player, Co-op, Online Co-op, Local Co-op


Barotrauma Feature Trailer for Steam Release

https://youtu.be/5astpd0RRrY


About

Embrace the Abyss
Overcome crisis and the unrelenting pressure of a frozen ocean. In the not too distant future, where habitable places have become scarce, humanity has arrived on Jupiter’s moon. Europa with its frozen surface is a hostile environment, and life can only be found in the dark ocean beneath the ice – and the small pockets of human habitation are not the only form of life to be found there.

Play with friends in adrenaline-filled co-operative gameplay, navigate Europa’s frozen depths in single player mode and transform the game with fully integrated mod tools and Steam Workshop. Procedural levels and events ensure no two games will ever be exactly alike.


Key Features

•   Play as a submarine captain, engineer, mechanic, medic or security officer

•   Operate the many onboard systems of your submarine, from nuclear reactors to sonar, guns, engines and more

•   Create tools, drugs and weapons with the comprehensive crafting system

•   Navigate dangerous environments and flee or fight the creatures that you encounter

•   Explore alien ruins and wrecked submarines

•   Discover rare and powerful artifacts and resources

•   Procedural levels and events ensure no two games will ever be exactly alike

Play with friends in adrenaline-filled co-operative gameplay
•   Up to 16 players per submarine

•   Help your teammates survive, or make sure no one does

Navigate Europa’s frozen depths in single player mode
•   Manage the whole sub and its AI crew by yourself

•   Single Player campaign, sandbox mode, and single missions

Transform the game with fully integrated mod tools and Steam Workshop
•   Unleash your creativity with the submarine editor, character and procedural animation editor, procedural level editor and sprite and particle editors

•   Share and discover mods directly via Steam Workshop


Want to host your own server?

Check out https://steamcommunity.com/app/602960/discussions/0/1653297026039038242/ for info on how to set it up.


Mature Content Description
The developers describe the content like this:
Contains violence, gore, and drug use.


(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_86452dbff0b602dbf24c5c962e1bbe17c5a4c965.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_222524f26a8f00d9919a145f93e0f250ac817e4a.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_d22f76358b34d68b8515a9eb381606dafe79b901.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_4fc000d5cb749453a51a4936c02c51aedc8c9308.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_5fbc41e4bd16b91af08d10203be237458271b183.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_21668b590c2707d4f8369998e84e7ea04a3c3ff9.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_cbb80e5aad9de74bd36a68d3cf241d29ba911e96.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_c1d8bc897fd335ca88f84aab1600ff1d79d1c05b.1920x1080.jpg?t=1560259103)

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_bde258b5d836702deeeaeb10287214051f2bb14c.1920x1080.jpg?t=1560259103)

Title: Re: Barotrauma
Post by: Asid on June 21, 2019, 05:05:50 PM
Editor guides now published
20 Jun @ 5:56pm - 1dynamoon

(https://steamuserimages-a.akamaihd.net/ugc/779601233490003564/DF4EDC10A137A03F13B9B131151D58B1D537084E/)

Hi everyone!

We've just published our first official guide for the character editor – find it here https://steamcommunity.com/sharedfiles/filedetails/?id=1775718982

Please keep in mind that the character editor itself is still a work in progress, and creating your own monsters will not be all smooth sailing. That said, we hope to see all your monsters!

And in case you missed it before, we now also have a manual for the submarine editor, in Steam guides https://steamcommunity.com/sharedfiles/filedetails/?id=1769823320

We're heading out of the office for an extended weekend. Happy midsummer!
Title: Re: Barotrauma
Post by: Asid on June 29, 2019, 12:55:36 AM
Second bugfix patch out now!
28 JUN @ 10:06AM - REGALIS

Our second post-launch patch is out now! Here's a summary of the most important fixes. The full changelog can be found on GitHub[github.com] and it's also included in the game folder in a file called "changelog.txt".

•   Fixed a networking problem that occasionally caused clients to get kicked out in the multiplayer campaign, usually with an error message warning about a missing item.
•   Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing the campaign from starting up if the path does not exist at the server's end.
•   Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters that had made it through at least one round were not able to communicate through radio with characters that have just been spawned for the first time.
•   Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining just before you get kicked doesn't work anymore).
•   The server sends a "this client previously used the name xxx" message when a client rejoins with a different name.
•   Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now possible to change the resolution when in fullscreen without having to restart the game.
•   Fixes to the DXGI crashes during startup.
•   Fixed an issue that caused modded character files to affect the game even when the mod was not enabled, leading to various issues such as characters failing to equip items if the mod changes the number or type of inventory slots a character has.
•   Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very far from the submarine (which often lead to the player not running into them at all).
•   Fixed items applying their status effects twice if they're put into a container by swapping them with another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused the reactor behave as if it had two rods in it.
•   Servers only report content packages with files that cause multiplayer incompatibility to the master server. Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types of files that don't cause compatibility issues) installed.
•   Dozens of smaller bugfixes; see the full changelog: https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/changelog.txt

Please note that this patch includes networking changes that make the game incompatible with servers running on the old version of the game. If you're getting error messages about an incompatible game version when trying to join a server, it's most likely because the server host has not updated their game yet.

In other news, to give you a better idea of our future plans and what we're working on now, we're setting up a public Trello board with a roadmap of our plans for the Early Access period and a list of known issues (and possible workarounds). More about that in our next community announcement!

Title: Re: Barotrauma
Post by: Asid on June 29, 2019, 12:58:03 AM
Barotrauma public roadmap & summer greetings
28 JUN @ 3:53PM   - 1DYNAMOON

To make Barotrauma’s development easier to follow, we have just published a roadmap on Trello https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues . Here you can see known issues and workarounds, our immediate todo list and longer-term plans.

Summertime Bundle
While we are not able to participate in the Steam Summer Sale directly, Barotrauma is featured in the Daedalic Survival Bundle along with CryoFall and Witch It. Take a look, CryoFall in particular could be of interest to anyone who likes Baro!

https://store.steampowered.com/bundle/11393/Daedalic_Survival_Bundle/

Title: Re: Barotrauma
Post by: Asid on July 11, 2019, 01:39:16 PM
Third patch out now!
10 JUL @ 11:53AM - REGALIS

Third patch out now!

We just released our third post-launch patch - still mainly focused on bugfixes, but there's also a couple of quality-of-life changes and additions. As always, you can find the full changelog on on GitHub[github.com] and in the game folder.

Here's a summary of the most important changes:

•   Improved server list. Can be sorted according to ping, name, compatibility or any of the other property in the list.
•   Improved character editor.
•   Fixed another ID mismatch problem that occasionally caused clients to get kicked out in multiplayer.
•   Fixed players always getting range banned when banned by a client.
•   More reliable fabricator and deconstructor syncing.
•   EXPERIMENTAL: option to disable rewiring items in multiplayer.
•   Fixed turrets not being aimed correctly in multiplayer if they're in another sub (e.g. the coilgun in Remora's drone).
•   Fixed the position of an outpost's docking port not being taken into account when determining how to place it in the level. Caused large submarines sometimes to collide with walls when docked to outposts where the port is offset from the center.
•   Reactors take other power sources into account when calculating how much power they need to generate. Fixes overloads on Humpback when turning on the backup batteries and operating the reactor normally.
•   Fixed ladders and other resizeable items reverting to their original size if they're resized and the sub is saved and reloaded.
•   Fixed inability to resize gaps in the sub editor after they've been placed.

Even though bughunting has kept us quite busy since the launch, the next big things on our todo list, simplified server hosting and improved anti-griefing mechanics, are also coming along nicely. If you want more info on what's to come in future updates, you can check out our Roadmap on Trello https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues





Title: Re: Barotrauma
Post by: Asid on August 02, 2019, 11:35:23 PM
Sneak peek: Karma & Traitors update
2 AUG @ 3:51PM   - 1DYNAMOON

Hello everyone!

We’re happy to say we’re approaching the first big update for Barotrauma. Due to Gamescom and PAX West coming up, scheduling has been a little tricky, and we can’t promise an exact release date, but now you can read about what to expect. And as always, check our Trello[trello.com] for a summary of what’s to come.

The update will center on griefing moderation tools, and we’re hard at work with easier server hosting, to be added soon as well. We’re hopeful that these put together will significantly improve the multiplayer experience. Details about the new hosting method will follow closer to publishing it; read on here https://barotraumagame.com/updates/sneak-peek-karma-traitors-update/ for more about keeping your servers nice and/or interesting.

Title: Re: Barotrauma
Post by: Asid on August 14, 2019, 11:18:19 PM
Karma & Traitors update with easier server hosting
14 AUG @ 3:14PM   - 1DYNAMOON

(https://barotraumagame.com/wp-content/uploads/2019/08/sabotage.jpg)

Hello everyone!

Barotrauma’s first major update will roll out on Monday, August 26, and we can confirm that easier server hosting will also make this update. Read on  here (https://barotraumagame.com/updates/karma-traitors-update-with-easier-server-hosting/) about all the new features, fixes and items that will be included!
Title: Re: Barotrauma
Post by: Asid on August 26, 2019, 06:40:46 PM
Saints & Sinners: First major update out now
26 AUG @ 5:08PM - 1DYNAMOON

Hello, Hola, Cześć and Merhaba everyone!

The first major update for Barotrauma, with easier server hosting and a number of other improvements, as well as new languages, is now live. Find the
 changelog in full here (https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/changelog.txt) , also included in the game folder in a file called "changelog.txt". Here’s a summary of the update:

- New server hosting method that no longer requires manual port forwarding
•   Click “Host” in-game to host a server through SteamP2P.
•   Can also join servers through Friends list.
•   Please note that hosting through DedicatedServer.exe will still use the old method of hosting and as such requires manual port forwarding.

- Optional griefing moderation tools (i.e. Karma)
- New Traitor system (feature framework, more content to be added later)

- Fixed issues (The most vexing ones! See all in the changelog):
•   Noticeable movement stuttering and low fps
•   Game crashes on start because of a missing DLL
•   Issues with picking up dropped items
•   Items cannot be combined in multiplayer
•   Combining items inside a Deconstructor crashes the game
•   Game crashes when refreshing server list multiple times before the list finishes loading

- Four additional languages
•   Spanish
•   Latin Spanish
•   Polish
•   Turkish

- New audio compressor and voice chat attenuation
- A new stock sub
- Modular decorative sub part sprite pack
- New items

You can also read more about the update in this earlier  blog post (https://barotraumagame.com/updates/karma-traitors-update-with-easier-server-hosting/)


Please note that the networking changes in this update will make the game incompatible with servers running on the old version of the game. In other words, server hosts, be sure to update so that others can join your server!

We hope this update solves a lot of the problems our players have run into since our launch. Let us know how we did!

P.S. The update is coupled with a Daily Deal for 25% off.


Title: Re: Barotrauma
Post by: Asid on September 20, 2019, 01:20:45 PM
New bugfix patch and Japanese localization
Fri, 20 September 2019


Hello everyone!

We just published a new patch, released as a new build that also includes Japanese localization. As always with a new build, please be sure to update your servers. The new build will be incompatible with servers running the previous version of the game.

The patch contains a number of bugfixes along with some other improvements. You can find the full changelog on GitHub and in the game folder, and here's a summary of the most important changes:


v0.9.3.2

Language improvements:
•   Added Japanese translation.
•   Added Polish, Spanish and Turkish NPC conversations.
•   Improvements to Russian and Spanish translations.
•   Fixed Chinese server names and descriptions showing up as "?????" in the server list when not playing in Chinese.


Traitor fixes and improvements:
•   Players who haven't been a traitor yet are more likely to get selected as a traitor.
•   If both teams have a traitor during a combat mission, traitor win will result in the opposite team's victory.
•   Fixed flooding the respawn shuttle counting as flooding a part of the submarine when doing the "flood the submarine" traitor task.


Multiplayer fixes:
•   Fixed a networking bug that occasionally caused clients to enter a state where they couldn't interact with devices or pick up items.
•   Fixed server list only displaying servers that are located close to the client.
•   Fixed occasional "error while reading a message from the server" console errors when joining a server.
•   Fixed clients sometimes timing out and disconnecting during the loading screens.


Other fixes:
•   Fixed skills not having any effect on repair durations.
•   Fixed inability to enable content packages created for a version prior to 0.9.2.0.
•   Several bugfixes to publishing and installing Workshop mods.
•   Tutorial improvements and fixes.

Title: Re: Barotrauma
Post by: Asid on October 08, 2019, 01:40:36 PM
News from the Barotrauma modding community
Mon, 7 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/a6b23919e19f71867ddaac898e9958306b5f340f.png)

Hi everyone!

We’ve had some nice community events and activities going on around Barotrauma for a long time, and recently a group of players even hosted a submarine building competition. We love hearing about what our players are up to, and we decided to highlight this competition as well as a few other community hubs in our blog – read more here!

We’re planning to participate in a later submarine building event, so stay tuned for more news! A sneak peek of what's to come can already be found in the blog linked above.

Title: Re: Barotrauma
Post by: Asid on October 25, 2019, 11:11:07 PM
Halloween update and special content pack
Thu, 24 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/dd0307d4a234088c19fe7e4d29f829521a6bcc78.jpg)

Happy Halloween, everyone! We have a couple of things for you today.

The Halloween update

Rather than save everything for an upcoming major update, we fast-tracked a few things:

•  Character Editor 1.0 – making your own monsters is now easier. Too many individual changes to list here!
•  Modding improvements: Vanilla content can be replaced more easily and many things that weren’t previously editable have been exposed in XML. See the full changelog for more details.
•  Two new monster variants and one monster remake
•  Fixed the inability to change your name to something other than your Steam username, which prevented players from joining servers where the host has disallowed special symbols in names.
•  Fixed an error with starting a campaign through the dedicated server console.
•  Dozens of minor bugfixes


Find the changelog in full in our GitHub or in the game folder. As always, be sure to update your servers!

The official Halloween mod

To bring the mood of the season to your subs, you can now access our Halloween mod via Steam Workshop. As it is a mod instead of an update, you can continue playing with the Halloween looks later, if you want to!

On the topic of modding, we recently published a reference guide for modding Barotrauma. So if you’re looking to make a mod of your own, check it out here https://steamcommunity.com/profiles/76561198038960364/myworkshopfiles/?section=guides&appid=602960 along with our other guides (currently available only in English).

A bigger update is in the works and will be released in a few weeks. Look forward to new content and server improvements, to name a couple of things. Stay tuned!

Title: Re: Barotrauma
Post by: Asid on November 01, 2019, 02:32:45 PM
Let the submarine building begin!
Thu, 31 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/5c36405505ebfae73b23298c2efa3bee6ab18857.png)

Hi everyone! As you may have read earlier, we’ve teamed up with one Barotrauma player community for a submarine building competition. They already hosted one successful event before, and the next one starts now. In a nutshell:

•   Join the competition through the Summa Barologicae Discord.
•   Design a new kind of submarine for Barotrauma, based on a specification written by our lead designer Ez “Chad Husk”.
•   Submit your design to the Summa Barologicae community hosts by November 24.
•   Our developer team will test and judge the top 5 submarines, and…
•   all finished, working submarines submitted by the deadline will be featured on our blog at barotraumagame.com, and...
•   the winning sub will be added to Barotrauma as a vanilla sub in a later update.*

The winner will be announced in December. Without further ado, head over to the Summa Barologicae Discord, and let us see what you build!

*The Barotrauma developer team reserves the right to make alterations to the winning submarine design to ensure it works as well as possible in the game. The author of the winning sub will have his/her name or nickname of choice added to Barotrauma's credits.

Title: Re: Barotrauma
Post by: Asid on November 22, 2019, 01:16:06 AM
Beasts Within – second major update out now
Thu, 21 November 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/27090a7367c0ee2cbc88a8926d540a47012edea2.jpg)

Hello everyone!

The second major update for Barotrauma is now live. Find the changelog in full  here (https://github.com/Regalis11/Barotrauma/blob/master/Barotrauma/BarotraumaShared/changelog.txt), also included in the game folder in a file called "changelog.txt". You can also take a look at  this blog  (https://barotraumagame.com/updates/preview-beasts-within-update/) we posted last week. As always, please be sure to update your servers!

This update centers on new content, such as monsters, character customization, new traitor missions and one new submarine. It also brings a number of other improvements. Here’s a summary of the most important changes:

New content

•   New monsters: Hammerhead Matriarch, Hammerhead Spawns, Mudraptor Egg
•   Six new traitor missions
•   Several new character customization options: appearance, job gear variants.
•   New submarine: the Kastrull
•   New signal components: wire your subs in new and intricate ways!


Gameplay improvements

Server browser and server lobby improvements:

•   Find suitable servers more easily – several new features
•   Server lobby visual overhaul
•   Server lobby gameplay improvements: character customization, job selection, submarine preview, more accessible server settings

Electrical system overhaul:

•   Power distribution logic reworked to remove several issues with complex systems
•   Considerably better optimized for complex systems

Job system overhaul:

•   More balanced job distribution.


The Europan
Together with the update, we’re introducing “The Europan – Barotrauma Supporter Pack”. Read more on the DLC’s store page about what you will find inside! https://store.steampowered.com/app/1197650/Barotrauma__Supporter_Pack/


Title: Re: Barotrauma
Post by: Asid on December 18, 2019, 02:34:14 AM
Bugfix patch for the Beasts Within update out now
Tue, 17 December 2019

The bugfix patch v0.9.6.0 is out now. The patch includes several networking changes, so please make sure to update your servers to prevent incompatibility with players who've updated their game!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/e8f90bdacf09fa29514aa99ffdf694815909dd6a.jpg)

Networking/multiplayer fixes:

- Fixed the game occasionally freezing when joining a server.
- Fixed a bug that occasionally caused clients to disconnect with an "entity not found" error in the multiplayer. In technical terms, the issue occurred when the server spawned an entity with a given ID, sent a network event for that entity, and then spawned another entity that took up the ID of the previous entity. This could happen, for example, if in the multiplayer campaign a player happens to get an item with the same ID as an item in the inventory of another player who isn't currently present, and the other player joins the server. There are still most likely additional bugs that can cause similar error messages, so this fix will probably not get rid of the errors entirely.
- Fixed start button staying disabled in the server lobby when switching from the campaign mode to another game mode.
- Fixed clients occasionally getting disconnected due to the campaign store. Happened if a location had changed from one type to another (for example, natural formation to outpost), the players had bought something that wasn't originally available from the location and a new client joined.
- Fixed clients occasionally being prompted to download subs from the server even if they already have a matching sub.
- Fixed server having a password even if the password box is left empty in the in-game "host server" menu when hosting with the Linux version.
- Fixed server name being shortened to one word when hosting from the in-game "host server" menu with the Linux version.
- Fixed server name length not being restricted when set from serversettings.xml or using console commands.
- Fixed "ready to start" tickbox disappearing if a client joins while a round is running.
- Fixed traitors remaining as traitors client-side after restarting the round, allowing them to access the sabotage interface despite not having a traitor objective.
- Fixed characters occasionally not selecting/deselecting a periscope client-side, causing them to walk in place or not grab the periscope.
- Fixed male asian heads not appearing in the server lobby.
- Fixed campaign servers never being filtered out from the server browser when filtering based on game mode.
- Fixed clients not displaying the "could not connect" popup if the initial connection to a server times out.
- Fixed door weld state occasionally getting desynced, causing the door to be welded server-side but possible to open client-side.

Electricity fixes:

- Fixed junction boxes not passing signals to relays.
- Fixed broken junction boxes and relays carrying power.
- Fixed devices not receiving power if they're connected directly to batteries/supercapacitors with no relays or junction boxes in between.
- Fixed light components that receive power from somewhere else than a power input connection not going out when they lose power (e.g. lights on the diving suits).
- Fixed pumps and batteries operating/recharging faster when receiving overvoltage, with no upper limit, making it possible to for example operate pumps at 10x the speed by connecting them to a relay that's receiving 10x more power than is being drawn from it.
- Fixed LightComponents being toggled twice when they receive a signal to the toggle connection.

Misc fixes:

- Fixed "last used" listbox overlapping with the entity visibility tickboxes in the submarine editor on low resolutions.
- Fixed misaligned colliders on the "Shell A Cap 0 deg A/B" wall pieces.
- Fixed links disappearing between linked subs and docking ports when loading in the sub editor.
- Fixed loading freezing for up to 10 seconds if the game cannot fetch the remote content for the main menu (update notifications, changelogs, etc).
- Fixed lights on devices (junction boxes, nav terminals, reactor) being rendered on top of characters.
- Fixed lights lagging a little behind moving objects (e.g. diving suit light).
- Fixed characters being able to grab/heal others when handcuffed.
- Character editor: don't switch to the limb mode when clicking a limb in the joint edit mode. Fixes difficulties in using the joint angle widgets when the widgets are interloping limb source rects.
- Character editor: Fixed the texture path field not being copied if the source character has no texture path defined. In this case, we can use a texture path found in one of the limbs.
- Fixed bots incorrectly reporting problems in the room they are in instead of the room the issues is spotted at.
- Fixed bots reporting broken devices or asking medical attendance even if they are taking care of those things.
- Fixed bots saying "put out a fire in hull" instead of using the name of the room when they extinguish a fire.
- Fixed AITargets staing active even if the entity is not active (for example, the sonar could still be heard by monsters after it's turned off).
- The bots now only report about issues that have not been already been reported.
- Fixed monsters attacking doors that are open.
- Monsters keep pursuing the target if the behavior is "pursue" even when they cannot attack.
- Bots stop operating devices if a player starts operating them (unless they have been ordered to operate the device).
- Fixed bots playing the rewiring sound when repairing an item with a screwdriver.
- Fixed bots sometimes stopping behind a closed door when trying to extinguish a fire.
- Fixed chat messages occasionally extending below the lower bound of the chatbox.
- Fixed searchlight and turret lights disappearing before the light is fully off-screen.
- Waypoint fixes in Kastrull and the drone.
- Fixed Kastrull flooding when the drone is undocked.
- Fixed ballast pumps in Kastrull's drone being off by default.
- Fixed enormous in-game ballistic helmet sprite.
- Fire extinguishers can't be placed inside toolboxes anymore.
- Fixed lobby screen not scaling correctly after changing to a bigger resolution.

Title: Re: Barotrauma
Post by: Asid on February 29, 2020, 12:02:35 AM
Preview: The Silky Smooth Update
Fri, 28 February 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/0e430cc27b747b3ff49c919e55468f420cda584c.jpg)


Hello everyone!

We’re nearly there with our next update. It started out as the UI overhaul, but it soon became clear that this update was also the perfect opportunity to improve on the game’s stability and overall performance. After the work put into this update, we’re confident the following content and progression updates (that is, more stuff & the campaign!) are going to be that much easier to build and enjoy.

Here are a few highlights about the Silky Smooth update. You can read more on our blog, and we’ll post the full changelog when the update is released – next week, if everything stays on schedule. Stay tuned!

Better optimization
Despite being a simple-looking 2D game, Barotrauma has so far required a fairly powerful processor to run smoothly. We’ve done much optimization on many aspects of the game, particularly how physics is handled, and now it should run more smoothly than ever.

Creature behavior
There’s quite a long list of changes, both large and small, to creature behavior as well as some new creature-related missions.

UI overhaul
We’ve redone almost every single menu and interface in the game, so after this update, your Barotrauma is going to look quite different. Let us know what you think!

+ A ton of bugfixes
And other improvements! See our Trello for more info https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues


Title: Re: Barotrauma
Post by: Asid on March 04, 2020, 05:01:32 PM
Silky Smooth: The Quality of Life Update
Wed, 4 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/2121f007399e9176ecf11204450dd2d5c5f0a6d3.jpg)


Hello everyone!

Silky Smooth: The Quality of Life Update is here. For a quick summary of what you're going to find in it, check this earlier news post (above post), and see the full changelog below.


Because of the networking changes in the update, servers on the old version of Barotrauma will be incompatible with clients on the new version and vice versa, so server hosts, please be sure to update your servers.

We wish everyone smooth sailing!


v0.9.7.0

UI/UX improvements:
- Graphical and functional overhaul of all user interfaces.
- Cursor changes according to what it's hovered on (hand icon when on a button, caret icon when on a textbox, etc).
- New loading screen.
- Better feedback on shooting.
- Double clicking on an item moves it to the equipped inventory (e.g. ammo to the equipped weapon).
- Periscopes can be deselected by pressing esc.
- Fabricators can pull ingredients directly from the user's inventory without having to place them in the fabricator's input slots.
- Lock the on/off switch in the pump interface when the state is controlled by signals, same with the engine slider.
- 1 second cooldown before doors can be opened/closed after someone else has opened/closed them. Makes it less likely for doors to be opened/closed accidentally when multiple people are trying to use them at the same time.
- Show a warning if trying to start a campaign for the first time without playing the tutorials.
- Diving suits and fire extinguishers are not automatically picked up from the lockers/brackets when clicking on them to make it less likely to accidentally pick them up. Instead, clicking on them opens the inventory of the container, the same way when interacting with e.g. a steel cabinet.
- Subinventories (= inventories inside items, toolboxes for example) open/close faster and cannot be interacted with until fully open.
- Contents of toolboxes and crates are shown in the tooltip when hovering the cursor over the slot.
- In-game message boxes (mission/traitor notifications) close automatically after 15 seconds if not interacted with.
- Right-clicking in the sub editor opens a context menu that can be used to remove, cut, copy and paste entities (making it possible to remove them when using a keyboard that doesn't have a delete key).
- Hide cursor when aiming with a turret or a ranged weapon.
- Hide inventory when operating a turret.
- Added filtering to sprite and particle editors.
- Added a "Decorative" category to the submarine editor.
- Made docking indicators more visible on the sonar.
- Show mic input level also when Push-to-Talk mode is selected to make it easier to adjust the level without having to switch the mode to Voice Activity.
- Pressing the up arrow brings up previously sent chat messages, making it easier to resend them.
- The filter in the sub editor only searches from the currently selected category.

Optimizations:
- Major physics optimization. Most importantly, the physics are now multithreaded, making the game perform much better when there are large numbers of characters active.
- Item optimizations. Items that don't currently have any components active are not updated, which significantly improves the performance especially in large subs with lots of items.
- More aggressive character culling (characters stop being rendered as soon as they exit the camera view).
- Dead bodies despawn after a few minutes (or when the character respawns in multiplayer). The despawning character's items are placed in a duffel bag and dropped near the body. Prevents performance issues when lots of bodies start to accumulate in the submarine.
- Preload necessary monster assets at the start of the round to prevent lag spikes when a monster spawns.
- Fixed serious performance issues when creatures are on the borders of the sub (some issues still remain).
- Improved the performance of human AI (bots).

Additions and changes:
- Added Korean translation.
- Added an improved version of Typhon.
- Reworked Berilia.
- New shuttle, "Hemulen".
- Merged Selkie and Bunyip into a new, improved shuttle (just called Selkie now).
- Increased level sizes.
- Rebalanced monster spawns.
- Balanced skill levels and skill gains.
- Skill gain values are now moddable (see Content/SkillSettings.xml).
- Added a few new artifact missions.
- The job gear variants are not just visually different versions of the same item, but completely separate items. The job variants now allow the players to choose what kind of gear they want to spawn with, not just the look of the uniform.
- Attachable items and wire nodes can now be freely placed around the character instead of always being placed at the position of the character. When attaching items/wires, there's a placement grid that makes it much easier to neatly attach/wire things mid-round.
- The submarines now get automatically outfitted with a semi-random selection of supplies when starting a campaign. The items that have been manually placed in the submarine editor are kept as-is.
- Split internal damage into multiple subtypes: blunt force trauma, lacerations and bite wounds. The new afflictions are functionally identical to the default internal damage affliction, but can be used to identify the source of the injuries.
- Humans are more resistant to gunshot wounds, lacerations and blunt force trauma than monsters. The intention is to allow making weapons more effective towards monsters without making killing your crewmates with them too easy.
- Added a "terminal" item that can be used to send and display textual signals. Could be used for things such as terminals that send commands to devices or display some data received from devices.
- Added muzzle flashes to small firearms.
- Added a crosshair when aiming with small firearms. The crosshair also indicates the spread of the weapon.
- Increased the skill requirements to operate the reactor.
- New background music for editors.
- Characters with an insufficient electrical engineering skill may get electrocuted when rewiring powered devices.
- Added holes in the level walls next to the outpost at the end of the level, so the player doesn't have to backtrack through most of the level if they approach the outpost from the wrong side of the level wall.
- Added heavy water currents at the sides of the level to make it more obvious that you're not supposed to go that way.
- Added subtle chromatic aberration & blur when suffering from heavy bloodloss.
- Nerfed hull damage from plasma cutter and welding tool explosions.
- Removed repair thresholds from items; any device that's not in perfect condition can now be repaired.
- Rebalanced medical items: stat-boosting effects last much longer.
- Modified vigor buffs from steroids and hyperzine to be intantaneous instead of delayed.
- Tweaked opiates. They now do less overdose damage, produce a lower addiction for skilled users, but produce a serious addiction for unskilled users.
- Bandages now have 3 uses.
- Removed oxygenite shards as a product of deconstructing liquid oxygenite to prevent production loops.
- Screwdrivers can be used as shivs!
- Fuel rods now always return their steel on deconstruction.
- Constructing fuel rods now requires lead.
- Mouse button names are now translated.
- Improved tiger thresher texture and lights.
- Replaced the legacy ladder, stair and docking port sprites.
- New alarm buzzer sprite that actually looks like an alarm buzzer.
- New (smaller) small pump sprite.
- Decreased the range and brightness of the "halo" around the players.
- Exposed pump's MaxFlow parameter in the sub editor.
- Added a lot more oomph to nuclear explosions.
- Added damage particle effects that are rendered on top of the characters (also under water).
- Split internal damage into categories: gunshot wound, blunt trauma, lacerations, monster bites, and internal damage.
- Gunshot wound is no longer a bleeding affliction.
- Humans are more resistant to damage caused by weapons (means we can increase the damage on monsters without making the weapons too lethal on humans)
- Added damage protections on some clothes.
- Major SMG buff: larger magazine, less spread, more damage, but slightly lower fire rate.
- Minor Shotgun buff: more damage and stun.
- Slightly decreased the stun effect from revolver ammunition.
- Modding: Removed all texture paths from limbs where they are not required. Fixes issues when trying to create a copy with a custom texture based on an existing character. Note that the "Copy Character" functionality does not automatically replace texture paths that have been defined in limbs, because that could lead into issues. If there are texture paths in the limbs, you'll have to handle it manually. The texture paths defined in limbs are limb specific overrides to the common path defined in the ragdoll's properties.
- Use "weldingequipment" tag instead of "weldingtool" identifier when seeking the equipment for fixing the leaks to enable support for custom welding equipment.
- Use "cuttingequipment" tag instead of "plasmacutter" identifier as required items for collecting minerals to enable support for custom cutting equipment.
- Artifact mission markers are shown on the sonar even after the artifact is on board to make it harder to lose the artifact.
- Made monster mission markers more imprecise.
- Made the "name contains illegal symbols" error message more descriptive (with instructions to change the name to something else).
- CPR damage can be modded by editing the affliction xml.
- A warning when attempting to start a campaign that was saved with different mods than the ones that are currently active.
- Switched from .NET Framework 4.5/Mono to .NET Core 3.0:
- Improves general stability, especially on macOS and Linux.
- Lowers number of dependencies, simplifying the installation process.
- Introduces features that will translate into further stability and performance improvements in the future.
- Switched from MP4 to WebM to minimize bloat and dependencies on patented tech.
- Cap the framerate to 200 FPS when VSync is off to prevent overloading the GPU. The cap can be adjusted by changing the "framelimit" attribute in config_player.xml.
- Wifi components in the respawn shuttle can't communicate with components in other submarines/shuttles.
- Power consumption of damaged devices doesn't increase as much anymore.
- Made tonic liquid purchasable.
- Added combat priorities to alien weapons to allow bots to use them.
- Improved name tag hiding.
- Give job items to humans spawned with the "spawn" command.
- Slightly increased the view range of the coilguns and railguns.
- Continue playing the main menu and editor music from the previous position instead of restarting when switching between screens.
- Marked "editsubs" a cheat command (so you can't just switch to the sub editor, spawn whatever you need and go back to the game without enabling cheats).

AI:
- Bots can now undock the sub.
- Humanoids now use the "group" property like non-humanoids. This allows non-humanoid creatures to be treated as friendly/neutral subjects by the bots.
- Replaced the generic "cannot reach target" messages with context-specific and more descriptive messages.
- Bots now take the other bots into account when they evaluate the importance of the tasks. Fixes multiple bots going to fix the same leaks or repair the same items.
- Bots should now abandon the combat objective only when not fleeing from an enemy. If they fail to flee from an enemy, they will fight (or avoid) instead.
- Fixed bots loading the turrets only with the default ammunition.
- Fixed multiple bots trying to navigate the submarine at the same time.
- Fixed pathfinding applying 10x more penalty on vertical distance when the host is outside (should only apply inside).
- Fixed bots starting the path from obstructed waypoints or waypoints that are inside when they are outside or vice versa.
- Fixed issues when bots are trying to enter the airlock from outside.
- Fixed bots getting stuck in the combat mode (with 100 priority) when they try to retreat to a target that cannot be reached.
- Fixed two-handed items like ammoboxes not being visible when the bots carry them.
- Fixed issues when the bots try to equip items or contain them inside other items.
- Fixed bots sometimes going to repair leaks/fix things without a mask or a suit.
- Fixed bots being unable to put diving suits into lockers when there already is a diving suit in the targeted container. Instead of dropping it on the ground, the bots now try to find a new place for the suit before abandoning the objective.
- Fixed bots seeking paths through doors when they have a crowbar/wrench equipped.
- Fixed bots sometimes being unable to put off fires and dying while trying to do it (because of a failing raycast).
- Fixed bots not shooting hostile submarines.

Monsters:
- New behaviors: avoiding, passive-aggressive, and aggressive.
- Adjusted Bonethresher, added a berserker attack when the creature is low in health.
- Revised Matriarch's behavior: Matriarchs now spawn in swarms, protected by other Hammerheads, and they try to keep the distance to the submarine. Boosted the explosion and increased the Spawn count.
- Added new missions about Hammerhead Matriarch.
- Revised all the creatures using the new behaviors.
- Changed how "attack when provoked" works. The previous state is now reset when the target changes. Also fixed several relate issues. Rename the property (requires action if custom characters use it). When a creature is attacked and "attack when provoked" is false and the attacker is not found in the predefined ai targets, the creature flees by default instead of just ignoring the attacker.
- Refactored the eating behavior: fixes small creatures not being able to eat significantly larger creatures.
- Adjusted the commonness and the reward of the Thresher swarm mission.
- Improved the indoors escaping behavior.
- Reduced the linear velocity when not facing the movement direction. Should fix monsters moving unnaturally when abruptly changing directions.
- Increased the swimming speeds of all monsters and adjusted the animations accordingly.
- Improved the path steering while swimming inside the submarine.
- Halved the swimming speeds inside the submarine.
- Increased the attack ranges for Hammerhead and Hammerhead gold to help them reach the targets.
- Don't allow large creatures like Bonethreshers or Hammerheads enter the submarine, because they easily get stuck and it's glitchy.
- Fixed characters that cannot enter the submarine still trying to target the inner walls.
- Fixed Tigerthresher and other creatures that can't attack the submarine bumping on the doors.
- Fixed characters occasionally getting stuck while trying to reach the last known position of the previous target.
- Fixed a crash when the creature is set to attack when provoked and when the damage source is null.
- Fixed extra creature being spawned when using the <monster> elements in the monster mission definitions.
- Fixed Hammerhead Matriarch's skirt going throught the walls.
- Fixed performance issues when creatures are trying to find a path out from the submarine while escaping. Also improved the escaping behavior in general.
- Fixed Mudraptors sometimes squeezing themselves towards doors without being able to attack them.
- Fixed monsters not reacting to being fired with turrets unless they can target the attacker.
- Fixed minor slipping in Mudraptor's walking animation.
- Weapons and tools now have ai targets that are only activated when the items are used -> shooting monsters should make you much more attractive target than just swimming peacefully around.

Multiplayer:
- Fixed a bunch of bugs that caused "missing entity" errors. However, there are many different reasons the error can occur, so even though we have not run into the issue anymore during out testing rounds, there is still a chance it may occur in some situations.
- Fixed inventory items occasionally getting mixed up in the multiplayer campaign.
- Fixed a bug that caused clients to get disconnected with an "invalid object header" error when a character has a large amount of different afflictions.
- Fixed collider tunneling when client is slow to send inputs. Caused characters to occasionally noclip through walls when the connection or framerate is poor.
- Fixed server owner occasionally timing out if loading the round takes too long.
- Fixed server owner's character occasionally being killed due to round start timeouts.
- Fixed players not getting notified in any way when their connection to the server has timed out, allowing them to keep playing without being able to interact with anything.
- Made giveperm/giverank commands suck less by allowing names, endpoints and SteamIDs instead of clientlist id, and allowing users to skip question prompt by adding rank or perm as a second parameter.
- Fixed multiplayer campaign saves appearing in the single player "load game" menu if they're placed in the singleplayer save folder (leading to a crash if a player starts to load the save).
- Fixed server not sending condition updates for inactive items, potentially causing the condition to get desynced when all of the components of the item go inactive.
- Fixed clients only being informed of the reason for their ban the moment they're banned, but not if they try to rejoin.
- Fixed clients not attempting to reconnect to the server automatically when the connection is lost, forcing the client to rejoin the server manually.
- Fixed clients sometimes being able to noclip through walls when the framerate or connection is poor.
- Karma system can be enabled/disabled in the "host server" menu.
- Option to set the number of password retries before a ban.
- Fixed voice chat indicators not working in the in-game crew list.
- Moved "End Round" button to the pause menu.
- Added a separate server log category for wiring.
- Fixed clients not relaying console commands that don't exist client-side to the server (i.e. custom commands implemented by a server mod can now be used by clients).
- Added "killdisconnectedtime" command that can be used to set the time after a disconnected player's character gets automatically killed.
- Increased default killdisconnectedtime to 2 minutes.
- Player cap can be adjusted in the server settings.
- Made "showseed" console command usable by clients.
- Fixed lobby command (which switches to the single player lobby) being usable in multiplayer.

Bugfixes:
- Fixes to render order oddities (structures with a depth > 0.5 always rendering behind all items, inconsistent render order between sub editor and in-game). Now structures with a depth of >= 0.9 are always behind everything (and visible through the LOS effect), and item's sprite depth is capped to 0.9.
- Fixed background structures that are resizeable on both axes always being drawn behind other background structures regardless of the sprite depth.
- Fixed Kastrull flooding when the drone undocks.
- Fixed ballast pumps deteriorating in Kastrull's drone despite being unreachable by the players.
- Fixed sonar transducers consuming no power.
- Fixed EventManager intensity being calculated incorrectly in multiplayer, causing monster spawns to be more sparse in multiplayer than in singleplayer.
- Fixed autopilot overshooting and compensating too heavily when attempting to maintain position, causing it to never fully stop on the target position.
- Fixed charactes being unable to get through multi-layer walls from inside the sub (for example the walls above Humpback's command room).
- Fixed plasma cutter not cutting through holes in walls.
- Fixed melee weapons not working inside ruins due to the colliders that block subs from entering the ruins.
- Fixed fabricator cancellation failing to be communicated under certain circumstances.
- Fixed fabricator and deconstructor operating faster when run on overvoltage, making it possible to fabricate/deconstruct things almost instantaneously by using relays.
- Fixed camera position "twitching" when moving the cursor around while unconscious.
- Fixed crashing if there's no audio device available.
- Fixed texts in mission/traitor notifications occasionally overflowing outside the border of the message box.
- Fixed subinventories not opening when trying to heal an unconscious character.
- Fixed engines causing crashes if MinVoltage is set to 0.
- Fixed small "twitch" when a character enters or exits a submarine.
- Fixed starting a combat mission with just 1 player counting as winning the mission.
- Fixed linked shuttles occasionally spawning at the wrong side of a sub's docking port.
- Fixed clients being assigned as traitors in combat missions even if there's no-one else in their team.
- Fixed server lobby screen not scaling correctly after changing to a bigger resolution.
- Made the screen distortion effects caused by afflictions change less abruptly when the condition of the character changes quickly.
- Fixed items being swapped from slot to another when combining an item with one that has a higher condition.
- Fixed lights in deviced bleeding through characters and blurry black "shadow" around characters.
- Fixed '+' and '-' signs in number input fields being misaligned in Chinese and Japanese.
- Fixed Workshop item descriptions only showing the first 256 characters.
- Fixed reactor highlight effect extending outside the reactor sprite.
- Fixed ID-restricted doors only taking the first ID card in the inventory into account.
- Fixed crashes in the character editor when creating a humanoid with incomplete limb definitions.
- Fixed the character editor crashing if no textures were found.
- Don't allow to save invalid texture paths in the character editor.
- Decreased the range of some of the motion sensors inside alien ruins to prevent certain rooms from being nearly impossible to get past without getting zapped by an alien coil.
- Fixed excessively large tonic liquid collider.
- Fixed accordion collider.
- Fixed doors not blocking hitscan weapons.
- Fixed sonar showing everything around the sub when sending out a directional ping and immediately switching to passive.
- Fixed inability to drag characters from room to another in alien ruins.
- Fixed crashing if a modded UI style contains multiple child styles with the same name.
- Fixed wire nodes getting misplaced when flipping wires in the sub editor.
- Fixed groups of items that include wires sometimes not getting placed at the position of the cursor when pasting them in the sub editor.
- Fixed currents heavily slowing down the submarine regardless of the force or direction of the current.
- Fixed some held items vibrating/twitching when moving.
- Fixed turrets emitting muzzle flash particles in an incorrect direction (the rotation of the particle was correct but the direction it flew towards not, which isn't noticeable with the non-moving vanilla particles).
- Fixed "skip tutorials" returning to the main menu instead of opening the correct tab when starting a new game.
- Fixed all items being highlighted in the multiplayer campaign store menu when another player buys something.
- Fixed setting the number of items to buy by typing a number in the text box being practically impossible in the multiplayer campaign store.
- Fixed grenades exploding multiple times if you throw one, pick it up before it explodes and rethrow it.
- Fixed bots occasionally letting go of ladders too soon when going to operate an item, causing them to fall down.
- Fixed some waypoint issues in Orca.
- Fixed wifi components in the respawn shuttle being able to communicate with the main sub in non-combat missions.
- Fixed engine sound range being up to 20 times larger than it should be.
- Fixed monsters occasionally being able to attack through walls.
- Fixed alarm buzzer not returning to the original rotation when the alarm stops.
- Fixed a couple of unfair ruin traps (rooms with coil/sensor placement that makes it impossible to pass through without getting zapped).
- Fixed mechanic tutorial getting softlocked if the player never has an oxygen tank (or aluminium) and sodium in their inventory at the same time. I.e. if they deconstruct the oxygen tanks first and put the aluminium in the fabricator, and then get the sodium and put it in the fabricator.


Title: Re: Barotrauma
Post by: Asid on March 21, 2020, 11:46:53 PM
Up next: Towards the final destination
Fri, 20 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/54b33e26edbfc147d4ad084939a37c2ebff5378b.jpg)


Ahoy!

We’re gearing up to move from quality of life updates to the long-awaited campaign overhaul that will improve in-game progression and offer more content to give the game even more depth. These improvements will span several updates and we’ll write about them in more detail later, but here’s a quick peek into what to look forward to in future releases.

The environment is going to get a facelift, ranging from explorable shipwrecks and caves to greater diversity in Europa’s visual appearance. The changes are not just cosmetic either, they’ll offer brand new gameplay too. The visual overhaul will probably be some time in the making, but you can take your crew out to explore sunken submarines in fairly short order!

Submarines are going to become an integral part of campaign progression: Upgrading submarines is going to be added to make your submarines progress with you.

Monsters are going to continue getting more varied in both appearance and behavior. We’ve got concepts of entirely new monsters, reworked legacy monsters and variants of the current creatures waiting to be fleshed out and implemented to make adventuring more interestingly dangerous.

Actual physical outposts will change gameplay in a lot of ways. You’ll be able to explore outposts on foot and interact with NPCs to trade, find new missions and trigger events that will affect you, for better or worse. Different outpost types will offer different trading and hiring options, so choosing your route will become more important. We’ve also got some surprises planned for the outposts, so tread carefully.

The secret of Europa, or the endgame, will be unveiled as one of the very last things we add to Barotrauma. We wouldn’t want to spoil the ending for you before the journey is complete!

You can now read a bit more about future updates on our blog too. Stay tuned as these releases get closer!

P.S. For anyone who has had troubles with the Silky Smooth update: there’s a patch in the making, and you can see what that will include in the “Coming up in the next release” list of our Trello https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues




Title: Re: Barotrauma
Post by: Asid on April 04, 2020, 12:28:40 AM
Sneak peek: Shipwrecked
Fri, 3 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/4bd13a5a87dbb552bfb53c38613c6f0fa668ec45.jpg)

Greetings!

With the bugfix patch/mini-update out, it’s time to turn our eye to the future again. The next update will roll out in a few weeks, hopefully, and we’ll write a more detailed preview about it soon. Before that, we wanted to write a little bit about the background of some major upcoming content additions: shipwrecks, ballast flora, and the thalamus.

The wrecks – new explorable dungeons – and the thalamus – a completely new reincarnation of a creature called carrier, which some may remember from the legacy versions of Barotrauma – are going to be added in the next update. Ballast flora is going to be a longer time in the making, but this organism has an important role in the same story, so we wrote about it at the same time.

You can read the whole story on our blog. Hope you like it!


Title: Re: Barotrauma
Post by: Asid on April 04, 2020, 01:04:41 AM
Sneak peek: Shipwrecked
Fri, 3 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/4bd13a5a87dbb552bfb53c38613c6f0fa668ec45.jpg)

Greetings!

With the bugfix patch/mini-update out, it’s time to turn our eye to the future again. The next update will roll out in a few weeks, hopefully, and we’ll write a more detailed preview about it soon. Before that, we wanted to write a little bit about the background of some major upcoming content additions: shipwrecks, ballast flora, and the thalamus.

The wrecks – new explorable dungeons – and the thalamus – a completely new reincarnation of a creature called carrier, which some may remember from the legacy versions of Barotrauma – are going to be added in the next update. Ballast flora is going to be a longer time in the making, but this organism has an important role in the same story, so we wrote about it at the same time.

You can read the whole story on our blog. Hope you like it! https://barotraumagame.com/gameplay-features/shipwrecked-a-story/



Title: Re: Barotrauma
Post by: Asid on April 19, 2020, 01:52:54 PM
Preview: The Rusted Remnants update
Fri, 17 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/2ed9680eede889fe6ced5f3e3b94cabaab69665a.png)


Ahoy!

It’s time to reveal the next update, titled Rusted Remnants (for some extra background story, click here!). It’s planned to be released next week, and it will add…

Wrecks of sunken submarines, for exploration and new missions. What will you find inside the remains of rusted old boats?

Thalamus, a brand new monster that lives inside wrecks. It’s not a monster in the traditional sense, but something else entirely – find out more in the game!

The Azimuth, a new, sleek and fast submarine to spice up your trips to the bottom of the sea.

Submarine editor improvements, most importantly the long-awaited test mode and autosave functions.

Voice chat improvements and a fix for the radio keybind.

There is also a long list of improvements for the karma system, server moderation and tab menu, as well as new contextual commands for the bots. Read more on our blog now and find the full changelog with the update!

Title: Re: Barotrauma
Post by: Asid on April 24, 2020, 12:44:58 PM
Rusted Remnants
Thu, 23 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/2ed9680eede889fe6ced5f3e3b94cabaab69665a.png)


Hello everyone!

The Rusted Remnants update is here. For a quick summary of what you're going to find in it, check this earlier news post, and see the full changelog below.

Because of the networking changes in the update, servers on the old version of Barotrauma will be incompatible with clients on the new version and vice versa, so server hosts, please be sure to update your servers.

Don’t let the things inside the wrecks get you!

v0.9.9.0

- Added wrecked submarines to levels.
- Reimplemented carrier (now called Thalamus).
- New submarine, Azimuth.
- Miscellaneous performance optimizations.
- Improvements to traitor missions (slightly simpler, with clearer instructions).
- Reduced the skill requirements for mechanical repairs.
- Reduced the damage when a mechanical repair fails.
- Rebalanced mission rewards.
- New water ambience sounds.
- Speed up despawning when there are lots of bodies inside the sub, enemies despawn x2 faster.
- Salvage missions can be completed by taking the artifact to the start outpost (the descriptions don't specify which outpost to return it to).
- Characters with insufficient skills can fail at mechanical repairs, causing minor injuries.
- Gaps that are inside a hull don't flood the sub, a warning icon is displayed on those gaps in the sub editor.
- Added submarine test mode to the sub editor.
- Moved the entity filter panel and "previously used" panel in the sub editor to the top left corner of the screen.
- Pressing enter after modifying the value of a text field in the sub editor is no longer required.
- "teleportsub" console command can be used to teleport the sub to the position of the cursor.
- The engine vibrates and plays a loud sound when it's damaged to indicate more clearly that it needs repairs.
- Added animated lights to alarm buzzers and sirens.
- Sonar beacon's label can be edited in-game.
- Assistants gain skills faster than other characters.
- Skills increase faster during non-campaign rounds.
- More noticeable particle effects on damaged devices.
- Added "itemdamage" parameter to the explosion command.
- Huskified characters turn to the final stage faster.
- Using the "dumptofile" and "findentityids" commands doesn't require a permission from the server.
- Added Scale and Color properties to DecorativeSprites.
- Added OnDamaged status effect type.
- Added lights that indicate the state of a docking port.
- Significantly increased the item damages of all explosives.
- Replaced the old husk stinger with tentacles (similar to Husked Crawler).
- Minor adjustments to Husk, Human Husk, and Husked Crawler.
- Modding: Added "probabilitymultiplier" attribute for damagemodifiers. Can be used to make items/armor affect the probability of getting an affliction.
- Diving suits now give some protection against husk infections.
- Light components can be set to flicker in the sub editor.
- Fixed odd movements when pressing the ragdoll button while stunned.
- Made it easier to interact with doors that are overlapping with a docking port/hatch.
- Option to disable bot conversations in multiplayer in the server config file.

Submarine editor improvements:
- Removed character mode. All the functionality of the character mode is now supported in the default mode.
- It's possible to modify the properties of multiple selected entities at the same time.
- Autosaving (the submarine is automatically saved to a temporary file which can be recovered if the game crashes).
- Added hotkeys for a bunch of actions (the hotkeys are visible in the tooltips).
- Pressing F focuses the camera on the selected entities.
- Control + A to select/deselect everything.
- Hold shift to ignore the grid when placing / resizing.
- The outlines of all wires are shown in wiring mode.
- Orphaned wires are deleted automatically.
- The content of the search box isn't reset when switching entity categories.
- Mouse middle mouse dragging is now 1:1, previously the view moved too fast.
- Linked submarines now have visuals when dragging.
- Holding down arrow keys now continues to move the entity after a small delay.
- Changing the background color by shift right clicking.

Antigriefing improvements:
- Players can be kicked/banned/muted/votekicked and their ranks changed by right clicking the name in the crew list or chat.
- Karma penalty for stunning: gets progressively more severe the more stuns a player causes.
- Stealing weapons or ID cards from stunned/unconscious characters reduces karma.
- Added karma category to server log.

Tab menu improvements:
- Improved layout.
- Show the roles of the players (moderator, admin, host) in the player list.
- Characters can be muted/kicked/banned from the player list.
- List the players who have joined/left the server.
- Display spectators in the list.
- Show player pings in the list.

Command interface improvements:
- Contextual commands: characters can be ordered to operate/repair/use specific items by holding shift while enabling the command interface.
- Job icons are shown in the command interface to make it a little faster to differentiate between characters.
- Added separate orders for repairing electrical and mechanical devices.

VOIP improvements:
- Added a keybind for local voice chat (= it's possible to only speak to players next to you without everyone within headset range hearing it).
- Added an adjustable delay for cutting audio capture after the push-to-talk key has been released.
- Fixed audio being suppressed when someone speaks even if VOIP volume is low or completely muted.

Workshop improvements:
- "Enabling" a mod through the ingame Workshop screen is no longer a thing; subscribing to a mod is all you need to do for the game to install it once it's downloaded.
- Loading preview images and installing mods is done asynchronously (= no lag spikes).
- Added notifications to the main menu to indicate when mods are being downloaded and have been installed.
- Files are automatically added to the Workshop item publish menu as they're added to a to-be-published content package's directory.

Bugfixes:
- Fixed achievements not unlocking.
- Fixed positions of artifacts spawning in caves and on level walls getting desynced between the server and clients.
- Fixed new wire node being created at an item client-side if connecting the wire fails due to an electric shock server-side.
- Fixed clients executing console commands they don't have permission to use.
- Fixed enablecheats command not being relayed to server.
- Fixed light component and alarm siren/buzzer states occasionally getting desynced.
- Fixed inability to enter the sub through very small hulls.
- Fixed antibiotics not giving husk infection resistance when shot from a syringe gun.
- Fixed text overflows in the player management panel in the server lobby in languages other than English.
- Fixed searchlight toggle doing nothing.
- Fixed hulls that have minuscule amounts of water in them (too small to be even rendered) being able to trigger InWater effects and water footstep sounds.
- Fixed pumps dicarding the previously received set_targetlevel signal after 0.1 seconds, preventing manual control systems from working if the pumps aren't receiving a continuous set_targetlevel signal.
- Fixes to occasional crashes when rendering alien artifacts.
- Fixed radio chat key not working.
- Fixed reconnected clients not gaining XP.
- Fixes to sprite depth issues in Berilia's decorative fin structures.
- Fixed bots with an active order not switching to idle state when they have nothing to do, causing them to stand in place or walk against a wall.
- Fixed docking ports without a door sometimes getting linked to an incorrect door, preventing the door's linked gap from working correctly.
- Fixed monsters not spawning in ruins if the submarine hasn't left the starting outpost.
- Fixed freezing caused by SoundManager.InitStreamThread.
- Fixed generic Powered components (= charging dock) always using the default power consumption value defined in XML even if the power consumption is changed in the sub editor.
- Fixed last traitor objective's end message not being shown.
- Fixed command interface showing non-interactable devices as valid targets.
- Fixed dragged characters sometimes getting stuck on staircases.
- Fixed serious performance issues triggered by bot's combat and rescue objectives when there are no safe hulls left.
- Fixed characters being grabbable through walls.
- Potentially fixed a crash in GameMain.WindowActive caused by voice chat capture when the game is exiting.
- Spawn cargo above the floor structure of the cargo room, not above the bottom of the cargo hull. Fixes items spawning partially inside structures where the hull extends below the floor.
- Fixed all monsters bleeding red blood.
- Fixed light sprite's scale not being taken into account in light culling, causing lights with a large scaled-up light sprite to disappear before they're off-screen.
- Fixed damageable items not taking damage from repair tools.
- Fixed hitscan projectiles not hitting items.
- Fixed the short freeze when switching to the sub editor.
- Fixed sprites not being included in the xml element when using "copy to clipboard" in the particle editor.
- Fixed clients being able to use the number inputs in the multiplayer campaign store without the appropriate permissions.
- Fixed ability to buy more than 100 items of a kind despite 100 being the limit of how many purchased items of a kind can spawn.
- Fixed handheld sonar pinging when LMB is held, quickly draining the battery.
- Added some checks to prevent character sounds from crashing the game when audio playback is disabled.
- Fixed character collider's angular damping getting set to 0 if the character gets frozen, which caused the character's swimming animation to get wobbly.
- Fixed private messages not having the [PM] tag when dead.
- Fixed inability to open the health interface when hovering the cursor over another character, even if the character's health interface is inaccessible.
- Fixed bots being inactive when far away from all player characters.
- Fixed some particles (like muzzle flash) not being drawn on top of structures that are outside hulls.
- Fixed enemies being unable to target entities outside the submarine if they are inside it.
- Fixed oxygenite shards and tanks causing characters to move at turbo speed.
- Fixed waypoint links to gaps, doors, and ladders etc being removed when linking waypoint to another in the sub editor. Allow to remove links between waypoints.
- Fixed "teleportsub" console command teleporting also the connected outposts.
- Fixed characters getting stuck on platforms that extend outside the sub.
- Fixed diving suit lockers that have been recolored in the sub editor switching back to the default color when a suit is placed inside them.
- Coilgun/railgun loaders don't deteriorate if launching the turret fails. Fixes loaders deteriorating rapidly if the turret is receiving a continuous signal.
- Fixed rendering glitches on the surface of water when there's steep angles on the surface.
- Fixed inability to fire ranged reapons from sub to another through docking ports.
- Fixed inability drag characters from sub to another through docking ports.
- Fixed bots trying to shoot targets inside the alien ruins.


Title: Re: Barotrauma
Post by: Asid on May 16, 2020, 03:21:52 AM
Sneak peek: Outposts unlocked
Fri, May 15, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/869255ad09b8c4d77fc5be4631104139ce52efab.png)

Hello everyone!

The campaign update is looming in the not-so-distant horizon now, so let’s take a closer look at one of its key ingredients: explorable outposts.

Walk around inside outposts and talk to NPCs to get missions and buy and sell items. The current campaign menu is going to be entirely replaced with real walkable locations.

Outposts are procedurally generated from parts made with the in-game Submarine Editor, which means you can even make your own! Pre-existing custom stations will also continue to work after the campaign update.

Introducing new scripted events that affect you on your journey. Much more complex than the events currently in the game, these will also be made available for modding in .xml.

Different types of outposts each get a distinct look and different contents. The map evolves as you pass through it, and with the campaign update, you can finally see these changes in the outposts you enter.

Physical outposts are possibly the single biggest functional change Barotrauma is going to see during its Early Access period, so we’re both excited and terrified to be so close to releasing them – as minimum viable versions, first, but still – this summer.

Before that, we’re releasing a smaller update with some fixes and molochs! Stay tuned, and read more about outposts on our blog https://barotraumagame.com/gameplay-features/sneak-peek-outposts-unlocked/



Title: Re: Barotrauma
Post by: Asid on May 23, 2020, 12:21:58 AM
Wreck designing competition
Fri, 22 May 2020

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_f188e2f58120480428ba58b1bd1e5da9784bc8e3.1920x1080.jpg?t=1587658144)


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/dbb42b610a560b5c52a03e48a124ee4421ec0bc1.jpg)

Ahoy!

To make the most of the Rusted Remnants update and everyone’s spare time, our Discord community members are throwing an event – a wreck-designing competition!

The event is hosted and judged by our community experts, with everyone in our server getting a chance to vote for their favourite design a few weeks from now. We from the developer team are supporting the competition with some prizes, one for the “judges’ pick” and the “public favourite” each.

The competition starts now, and contestants have until June 12 to submit their designs, after which judging will take place. More information, help and submission guidelines can be found in our Discord server, https://discord.com/invite/undertow – welcome!


Title: Re: Barotrauma
Post by: Asid on June 05, 2020, 01:27:29 AM
Minor update: molochs, music and more
Thu, June 4, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/6bb3313c099c41767e31bfa357f7873deb265352.jpg)

Hello everyone!

Time for a minor update – with a changelog longer than that of the latest major update. Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that we’re releasing next.

Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents:
•   Two new moloch variations: the black moloch and the moloch pupa. We hope you find both of them terrifying in their own right!
•   Dismembering of non-human living creatures. Because death was not gruesome enough before!
•   Texture compression to make the game run a little better on low-end GPUs.
•   New music tracks – just because it’s underwater doesn’t mean it should all be constant monotonous droning.

These new tracks and a couple of others have now also been added to our Supporter Pack.

Besides these, there’s a long list of other fixes and improvements – see the full changelog below!

v0.9.10.0

Additions and changes:
- Added 2 new moloch variants: Black Moloch and Moloch Pupa.
- Reworked Moloch.
- Overhauled level layouts and events (longer and more difficult levels).
- Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.
- Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings.
- Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game).
- Destructible shells/armor -> Moloch's shell can now be destroyed.
- Added a new monster AI state: Protect.
- Increased the threshold for limping and changed the calculations.
- Added limping for non-human characters.
- Modded servers show up as purple in the server list.
- Added 4 new background music tracks.
- Added parameter autocompletion to the "spawnsub" command.
- All content types except UI styles are now hotswappable.
- Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull).
- Added "Output" and "FalseOutput" properties to smoke detector.
- Option to define ambient light values for individual hulls in the sub editor.
- Characters float in place instead of sinking when staying still underwater.
- Improvements to water flow forces: flowing water can push characters around much more heavily now.
- Balanced item prices and fabrication/deconstruction recipes.
- Balanced medical items.
- UI layout improvements when using an ultrawide resolution.
- Added "set_channel" input to wifi components.
- Added "power_value_out" and "load_value_out" outputs to reactor.
- Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu.
- Added submarine filter to the server lobby.
- Detonators are only triggered by non-zero signals.
- The state of toggleable controllers (= switches) can be set in the sub editor.
- Made toolboxes purchaseable.
- Added a warning to keep the drone door closed in Remora.
- All Thalamus cells die when the Thalamus dies.
- Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text.
- Added some logic to prevent the game from modifying/deleting any vanilla content in any situation.
- Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands).
- Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock.
- Hulls can be multiedited in the sub editor.
- Placed down wires can now be re-equipped in the sub editor by double clicking a loose end.
- Added charging docks to Remora.
- Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall.
- Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target.
- Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes.
- Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between.
- Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.
- Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter.
- Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus.
- The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor.
- Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now.
- Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon.
- Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters.
- Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board.
- Adjusted the flipping logic of non-humanoids to make them flip less frequently.
- Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory.

Modding:
- Made it possible to use repair tools with StatusEffect's UseItem.
- Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them.
- Added "HideConditionBar" property to items.
- Fixed wearables staying on the character when the item is removed by a status effect.
- Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites.
- Creature flipping parameters are now exposed. Adjusted the flipping for all creatures.
- Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate.
- Allow sound definitions to ignore the muffling effect.
- Exposed the "scatter" value and added new "offset" attribute for monster events.
- Added support for status effects in limb definitions (ragdoll file).
- Status effects defined in the character definition can now also target limbs.
- Added ActionType.OnSevered status effect for limbs.
- Creatures can now be set to disrupt sonar.
- Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals.
- Conditional sprites don't anymore require a texture definition.
- Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time.
- Fixed conditional sprites not being able to target limbs.

Bugfixes:
- Fixed crashing when opening the tab menu when there are clients present with no job preferences set.
- Fixed "ColdCavernsMaze" levels sometimes being extremely short.
- Fixes to level generation when playing with a very large submarine.
- Fixed bots being unable to shoot at enemies from another room/hull.
- Fixed bots being unable to get items from dead bodies.
- Fixed submarines being unable to move vertically in the submarine test mode.
- Fixed crashing when starting a new round with no audio device (speakers, headset) available.
- Improvements to shadow/LOS rendering.
- Fixed double click being ignored if it's been less than 0.4s since the last double click.
- Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region).
- Fixed "lone sailor" achievement not unlocking in single player.
- Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts.
- Fixed characters sometimes being unable to exit the submarine when outside the borders of the level.
- Fixed ruin/wreck monsters not spawning if the submarine is too close to them.
- Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign.
- Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures).
- Thalamus entities can't be selected in the sub editor when they're hidden.
- Fixed "spawnsub" console command not working.
- Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs.
- Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off.
- Fixed reactor sliders not moving when they're controlled by signals.
- Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent.
- Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it.
- Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches.
- Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined.
- Fixed characters getting weapon XP after using a turret, until someone else operates the same turret.
- Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair).
- Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle).
- Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure.
- Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay).
- Fixed multiple bots sometimes trying to treat the same person.
- Bots stop grabbing the character they're treating after they're done.
- Fixed harpoons going through doors.
- Fixed depth charges going through level walls.
- Fixed husks attacking human husks wearing a diving suit.
- Fixed first shot from a firearm that uses a magazine/clip not doing anything.
- Fixes to waypoints in Kastrull, Berilia and Remora.
- Fixed chat-linked wifi components not working in single player.
- Fixed chat-linked wifi components not working in multiplayer outside of combat missions.
- Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections).
- Fixed autopilot not being able to navigate past wrecks.
- More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round.
- Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway.
- Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface.
- Fixed dedicated servers letting clients join with an invalid name when there's no server owner.
- Fixed server letting clients join with a name that's already taken.
- Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used.
- Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories.
- Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked.
- Fixed misaligned hull next to Wreck1's airlock.
- Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically.
- Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped.
- Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions.
- The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.
- Disabled crush depth in the submarine test mode.
- Fixed monsters staying invisible if they die far away from the camera view.
- Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.
- Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").
- Fixed a couple of waypoints in Berilia that prevented bots from using the ladders.
- Fixed Husked Crawler bleeding red blood.
- Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks).
- Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar".
- Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big.
- Fixed bots ignoring themselves as a target when they are rescuing others.
- Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them.
- Fixed hitting damage modifiers emitting a ridiculous amount of particles.
- Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors).
- Fixed monsters not keeping inside the level.
- Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak.
- Fixed monsters sometimes ignoring their target after attacking.


Title: Re: Barotrauma
Post by: Asid on June 06, 2020, 12:23:22 AM
Our Steam anniversary!
Fri, 5 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/38069eca085fad3bd7a6a0fa302efa1809cdb587.jpg)

Hello everyone!

Today marks one year since we started Barotrauma’s early access on Steam. We’re so happy with how far the game has come since then, and even happier to have had so many people join us on our early access journey. Thank you for being with us and helping us make Barotrauma the best game it can be!

Your feedback and encouragement throughout this year make us look forward to the road still ahead of us – the campaign update is getting closer and closer, and we can’t wait to hear how you like it. The most eager bug hunters can now access the first, very rough version of the campaign update in the public unstable version, so you can even give us advance feedback.

We wrote a little bit more on our blog about the road so far as well as what’s coming next – take a look here https://barotraumagame.com/announcements/happy-birthday-barotrauma/ and have a great weekend, whoever and wherever you are!

Title: Re: Barotrauma
Post by: Asid on June 19, 2020, 03:24:54 PM
Campaign progression: submarines & some other things
Thu, 18 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/59d1d6d3ddb2123b3dd3ca04406ba94ed3b2ae1c.png)

Hi everyone!

Besides outposts, the next major update is going to contain many other new additions too. We wrote more on the blog about them for you to read, and here are some highlights:

•   Once outposts become explorable, all trading options will be moved inside outposts. That means, out with the old campaign map and store interface, in with new NPC interactions!
•   With the overhauled store system, it will become possible to also sell items, not just buy them.
•   And finally, in addition to buying items, you will be able to…

Buy submarines and submarine upgrades
To make campaign progression more interesting and rewarding, you will be able to improve your submarine as well as buy new subs as you advance in the campaign. The upgrading system will also work with custom subs, so be it a vanilla boat or a player-made one, you can upgrade the hull and the devices within to match your progress in the game.

Sub upgrades tie in with the improved economy system where buying and selling prices vary between different outposts and will even be affected by your actions in the game. Together with all the other things in the new outposts, we hope this will bring some nice additional depth to Barotrauma!

What else is new
The upcoming campaign update will also include a visual overhaul. This art unification pass has been in the making for some time, and we’ve now confirmed it will be released with the next major update.

Don’t forget that the work-in-progress version of the next update is already playable in the experimental public unstable version. Beware the bugs and welcome on board!

 
Title: Re: Barotrauma
Post by: Asid on July 25, 2020, 01:04:00 AM
Preview: The New Frontiers update
Fri, 24 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/0488ed20e64983165c84a3a063510e8c318a835b.png)

Hello everyone!

The New Frontiers update, the biggest Barotrauma update so far, is just around the corner now. Multiple aspects of the game have been improved to create a real sense of progression, particularly in the campaign game mode – read more about all that below, and more on our blog!

Outposts, the start and end point of a mission, become physically explorable locations that replace the old campaign menu as the trading, crew hiring and service buying hub. The new outposts come with autonomous AI inhabitants as well as randomized events that bolster lore and even directly affect gameplay.

Submarines become a new key component of campaign progression: you'll start with a modest boat and be able to upgrade its hulls and machinery as you progress in the campaign. Better vessels will also become available for purchase later down the line. All submarine progression improvements apply to player-made submarines as well, so you’ll be able to experience the campaign as it was intended even if you prefer to ride custom subs.

The AI crewmates are no longer randomized between campaign missions, making them another integral part of your crew's progress: it's going to hurt to lose a bot you paid good money for and then trained for five rounds. The AI itself has received some improvements too, as it does with every update.

The in-game economy has been improved in many ways, from allowing the player to sell items for profit to balancing prices and item availability at different locations.

The campaign map has been overhauled completely and the campaign endgame location is now accessible, with a work-in-progress ending implemented.

The update also contains a visual overhaul that touches on about half of all the sprites in the game, and we’ve taken a look at the difficulty settings to smooth out some of the worst spikes. Let us know how it plays!

All multiplayer campaign improvements also directly benefit singleplayer campaign, so the New Frontiers update should make Barotrauma more appealing to the solo player as well. This is the beginning of our planned campaign overhaul, with tons of content additions and many other improvements to follow as we approach full release.

Stay tuned – the New Frontiers update is scheduled for next week!

Title: Re: Barotrauma
Post by: Asid on July 25, 2020, 01:04:18 AM
(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_f188e2f58120480428ba58b1bd1e5da9784bc8e3.1920x1080.jpg?t=1587658144)

Title: Re: Barotrauma
Post by: Asid on July 30, 2020, 03:24:23 PM
New Frontiers Update – out now!
Thu, July 30, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/9aa992f1d9bb1f3af90dd6c29ec1cf15ca6ae40b.jpg)

Hello everyone!

The New Frontiers update has now been released. Please be sure to update your game to be able to join and host multiplayer games, check this earlier post for a summary of the update and see the full changelog below.

We hope you enjoy this update, our biggest so far, and we look forward to hearing your thoughts about it! We’re going to take some time off soon and may be a little slow to respond to comments in the coming weeks, but we are eager to read what you write.

v0.10.4.0

Improved campaign mode:
- Explorable, procedurally generated outposts.
- Interactable NPCs: things such as hiring, unlocking missions and purchasing supplies are now done by interacting with NPCs instead of just a menu.
- Multi-step, branching scripted events in outposts.
- A reputation system that affects how outposts and factions relate to you and your crew. High reputation can make NPCs give you discounts for supplies or unlock special events and event outcomes, while low reputation may turn outposts hostile towards you.
- Items can now be sold in outposts.
- Persistent bots in multiplayer campaign.
- Bots can be hired in multiplayer campaign.
- New campaign map.
- The end location is now reachable (do note that the ending is still not completely final).
- Submarines can be upgraded: for example, you can increase the durability of the walls and make devices more powerful, less prone to malfunctions or less power-hungry.
- Submarines can be purchased and switched during the campaign.
- Improved end-of-round summary.

Miscellaneous changes and additions:
- Overhauled most structure and item sprites to make the artstyle more consistent.
- Balanced economy (item prices, hiring costs).
- The currency is now called the Europan Mark instead of credits.
- 4 new background music tracks.
- Tons of new decorative items and structures.
- Sittable chairs.
- Allow characters to hear messages sent through the radio when within speaking range of the speaker, even if the characters don't have functional headsets.
- Made organ damage non-limb-specific.
- Hostile bots now take stunning into account when evaluating the weapons. I.e. switch from stun baton to diving knife if the target is stunned and back to stun baton if it's not.
- Sodium and lithium explode in water.
- Item sprites can be rotated in the sub editor.
- Purchased adrenaline glands spawn in crates.
- Allow changing audio output device in the game settings.
- Added "Is On" property to pumps to make them easier to turn on in the sub editor.
- Tuned difficulty of level events, now with a less severe difficulty curve and more account taken of intensity.
- Numerous quality of life and visual improvements for stock subs.
- Mission specific creature variants.
- Node based event editor.
- Crawlers tuned to be considerably more dangerous.
- General creature balance improvements.
- Creatures avoid targeting the same targets as other characters of the same swarm/type. Should considerably reduce the "stacking", where multiple creatures attack exactly the same target.
- Bots can rescue/heal targets when they are inside wrecks/outposts.They are not allowed to switch submarines during the objective.
- Molochs' skirts are now fully severable and collide with the sub instead of floating through the walls.
- Grenades and syringe guns can be put inside toolboxes.
- Headsets no longer consume battery power.
- Added burn and lacerations resistance for assistant clothes, removed gunshotwound resistance.
- Alarm buzzers and sirens turn off if they're deattached and picked up.
- Made chemical and explosive crates water proof to make it possible to use them for transporting water-sensitive materials.

Bugfixes:
- Steam networking fixes and additional logging to address issues with some clients being unable to join servers.
- Ignore ballast tanks when calculating flooding in EventManager. Fixes intensity going up when a submarine with large ballast tanks dives.
- Fixed gaps generating incorrectly on sloped walls that have been mirrored vertically (horizontal gaps when they should be vertical and vice versa), preventing water from getting through the wall when it's damaged.
- Fixed sub MD5 hash not getting recalculated when saving a sub, causing a mismatch when trying to host a server without restarting.
- Fixed item highlights being visible in the generated sub preview images.
- Fixed cargo spawning partially inside walls in Azimuth.
- Fixed ragdoll going crazy when trying to run a wire past the maximum length.
- Fixed LOS effect "twitching" when the cursor is close to the character's position.
- Fixed handheld sonar pinging and quickly draining the battery when holding E.
- Fixed PowerContainer's charge indicator going outside bounds if the charge is set higher than the capacity in the sub editor.
- Fixed sub editor's entity list resetting when pressing esc.
- Fixed reactors degrading all the way to 0% condition and exploding when submerged.
- Fixed dumptofile command not including error messages.
- Fixed salvage missions not considering the item to be salvaged if it's inside a container in a character's inventory.
- Fixed ragdolls going crazy when moving directly from the sub to a ruin (e.g. when parking the sub so that the airlock is right against the entrance to the ruins).
- Fixed audio staying disabled when disconnecting and reconnecting the audio device.
- Fixed inability to detach an item the same round it's attached if it's been loaded from a save as a part of a character inventory at the beginning of the round.
- Fixed trying to give an order to a character who can't hear you when using the quick-assignment on the command interface.
- Avoid giving different campaign locations the same name.
- Fixed bots sometimes getting stuck in the "get item" objective, if the item was specified with a reference instead of identifier.
- Fixed bots getting stuck in broken hatches when they climb in ladders.
- Fixed a bug where a waypoint lost all the references when it was selected and the user pressed over an UI element, like the save button.
- Fixed OnActive StatusEffects not working on Vent components.
- Fixed characters not getting slowed down when walking/running in a partially flooded hull.
- Fixed SmokeDetector's Output and FalseOutput properties doing nothing.
- Fixed characters being able to play instruments while stunned.
- Attempt to fix the game process sometimes staying active after the game is closed.
- Fixed favorite and recent server queries causing errors if there's a very high number of them.
- Fixed audio not working on some systems.
- Fixed "kill" not being marked as a cheat command.
- Added a missing platform to Wreck1.
- Fixed "failed to spawn item, component index out of range" error when an item that originally spawned in a container has been moved inside another container whose ItemContainer component doesn't have the same index as the previous one (e.g. when moving items from cabinets in a wreck into a toolbox).
- Fixed mechanic tutorial getting softlocked if the oxygen tanks are put in the deconstructor without putting them in the player inventory first (e.g. by putting them inside a diving mask and moving them from there to the deconstructor).


Title: Re: Barotrauma
Post by: Asid on September 05, 2020, 02:46:13 AM
Back to work! Minor update preview
Fri, 4 September 2020

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_af343ad61db66ab3cd155e77a77dbc4c3952b722.1920x1080.jpg?t=1596125316)

Hello everyone!

We’re happy to tell you the whole team has finished their summer holidays and we’re now all back at work on Barotrauma’s next update. It’s going to be a fairly small update, with a focus on fixing bugs and other issues, but it will also bring a couple of new additions to the game. The update is scheduled for release later this month; more details a little later!

Our guides have moved
We decided to move our official guides and last year’s Halloween mod under our new official studio account. Here are links so you can find the guides in their new locations!

Sub editor guide
Character editor guide
Modding reference
Karma guide

Trick or Trauma

As always, you can find some more greetings on our blog https://barotraumagame.com/announcements/back-to-work-minor-update-preview/ . That’s all this time – we look forward to telling you more about what’s coming in Barotrauma’s development as we head into the new season!

Title: Re: Barotrauma
Post by: Asid on September 22, 2020, 11:22:04 PM
Bugfixes and pastimes
Tue, 22 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/6a16bafbc58eb9ed3b27a9c2f1057964e1451f7e.jpg)

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.


Title: Re: Barotrauma
Post by: Asid on October 17, 2020, 02:45:45 AM
Full steam ahead
Fri, 16 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/6c231ffa08ab9d807fbe970966b34b4d42d9716d.jpg)

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!

Title: Re: Barotrauma
Post by: Asid on October 30, 2020, 02:21:33 AM
Halloween Update: Creepy Creature Feature
Thu, 29 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/96cdc2605bcea2e5ef94ac0d8c0a72abda7a0463.jpg)

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
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/16b7b68ebdce430b1d75c8801215ba69f38a77be.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/8ff45e421e84db19cd979f7f2d7ae4bf7cd7f698.png)

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?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/77a5c49d9aec6b43a1f2eaf2306fcd00d20143ed.jpg)
 
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/b424d293d324234c68d5fa48de088c7f5aea0a67.png)

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).


Title: Re: Barotrauma
Post by: Asid on November 21, 2020, 03:21:16 AM
Sneak peek: The environment overhaul
Fri, 20 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/25b549c050239a373b2673228da87e533210d36c.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/a04dfdf6339e11b7a172c7ab0b71bdb56524cd6d.jpg)

Title: Re: Barotrauma
Post by: Asid on December 05, 2020, 02:13:54 AM
Update Preview: Uncharted Depths
Fri, 4 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/23537b78d640b6be2baad5e0186369109e36d266.png)

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/

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/3302a6feff66929287063cce023db30f5ef483eb.png)


Title: Re: Barotrauma
Post by: Asid on December 19, 2020, 11:43:04 PM
Happy holidays!
Fri, 18 December 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/fdc961353504ab4b18c3373c4791d65215777d8d.png)

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!

https://youtu.be/KrfuGfolLZk


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!

Title: Re: Barotrauma
Post by: Asid on January 16, 2021, 02:20:46 AM
Happy new year & quick player survey
Fri, 15 January 2021

(https://steamcdn-a.akamaihd.net/steam/apps/602960/ss_78ce500df2b49f416f312d60329b2c10d4c8e54c.1920x1080.jpg?t=1607526245)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33962671/b03383525fe8e142ebc78695137593a9278d29ed.jpg)

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 (https://docs.google.com/forms/d/e/1FAIpQLScnixjSTaeveZAQ-u5DuscRD2mLVtJVjLhvmeCBFPA2Pjki6Q/viewform) 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!

Title: Re: Barotrauma
Post by: Asid on January 30, 2021, 01:25:39 AM
Preview: The Cave Update
Fri, 29 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/39e0140341ae610bb304b28053c05ae55371b4f3.png)

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!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/6c9d434ce16fee9a7997cfa9402f1a5a066b577f.png)


Title: Re: Barotrauma
Post by: Asid on February 11, 2021, 02:00:56 AM
The Cave Update
Wed, 10 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/39e0140341ae610bb304b28053c05ae55371b4f3.png)


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!

(https://cdn.akamai.steamstatic.com/steam/apps/602960/ss_78ce500df2b49f416f312d60329b2c10d4c8e54c.1920x1080.jpg)


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.


Title: Re: Barotrauma
Post by: Asid on March 06, 2021, 02:26:32 AM
Sneak peek: Abandoned outposts
Fri, 5 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/879f0982f51d7576cbc23b2dd331a7b0fa7a85d3.png)

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/83037bf1879c764a49f2787733a83d3c4195dbba.png)

Title: Re: Barotrauma
Post by: Asid on April 16, 2021, 11:47:41 PM
Update Preview: Embrace the Abyss
Fri, 16 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/ec5fbab74a27c2cf1c826c8025a5d4ab37afd4a5.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/be4cdbe3c7521e8127936639410ebfc2316226f4.png)
 
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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/bd582880deeb433c053515af3b1828b92245a9df.png)
Title: Re: Barotrauma
Post by: Asid on April 23, 2021, 12:02:25 AM
Update: Embrace the Abyss
Thu, 22 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/3ce796d9466e6c75565cb21b5ca10b995fb19085.png)

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).

Title: Re: Barotrauma
Post by: Asid on August 25, 2021, 11:26:55 PM
Fix patch and summer’s end greetings
Wed, 25 August 2021

(https://cdn.akamai.steamstatic.com/steam/apps/602960/ss_78ce500df2b49f416f312d60329b2c10d4c8e54c.1920x1080.jpg)

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.

Title: Re: Barotrauma
Post by: Asid on December 15, 2021, 11:08:14 PM
Holiday update: Fixes, new submarine, and DLC update
Wed, 15 December 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/c60e42fc777b0b467f017bfe4efe21c48651d453.jpg)

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/

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/901dc8e2a23c84e3d34e50a7e33a468554b2f81f.jpg)

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.


Title: Re: Barotrauma
Post by: Asid 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://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/1cfcfd2f0a865828abd9ffe42994ed729c44fa2b.png)
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!


Title: Re: Barotrauma
Post by: Asid on February 11, 2022, 11:56:48 PM
Update sneak peek and call for testers
Fri, 11 February 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/e346d8d1bf9c090b9089f36aaa3e8091b72bc2c5.jpg)

Welcome to testing Barotrauma
Hello everyone!

The next update is not far now: all the new content is ready to be tested by our Unstable testers. Want to be one of them? Read more about testing Barotrauma here https://steamcommunity.com/app/602960/discussions/5/4015478340409607066/?snr=2_groupannouncements_detail_  and get the test version today!

Coming up in the next update
Here’s a quick summary of the biggest upcoming changes. You can read more about all of them on our blog and see them for yourself in the Unstable test version.

Outpost medical services
– pay an NPC to heal your crew.

New subs
– three of them, to be exact.

New monsters
– three new monster variants, too.

Monster improvements
– quite a long list of fixes from monster AI to missions and random spawns as well as overall balance.

Character improvements
– continuing last year’s human character overhaul with polish and dirt in equal measures.

Performance improvements
as well as a number of other fixes and improvements.

The update is planned to be released on the last week of February. Let us know what you think!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33962671/8d54ed31fdb9ca0523e3dde25efa301d9f5c304c.jpg)
Title: Re: Barotrauma
Post by: Asid on March 19, 2022, 12:28:31 AM
Introducing the modding refactor
Fri, 18 March 2022

(https://cdn.akamai.steamstatic.com/steam/apps/602960/ss_f8a7ada4c9a5496e7c246bc030e00a72219bb75e.jpg)

Hello everyone!

We're busy at work on the next Barotrauma update again, and the first part of it that we wanted to write to you about has to do with modding. To put it simply, over the past year we have been quietly rewriting large chunks of Barotrauma's code where it relates to modding. This has been done to make things easier for everyone who makes mods, everyone who uses mods, and for ourselves as well.

While this overhaul should not break your existing mods, it will be of interest to anyone who creates or plays with non-vanilla content. With the modding refactor, we not only streamline mod-making and related settings but also address long-standing issues – things like mod load order getting scrambled with new updates, and changes on your own custom subs being accidentally overwritten when you try to upload a new version to the Steam Workshop.

We've covered the modding refactor in some more detail on our blog, which you can read right away, and we're also working on a more detailed guide to be released later.

We hope you will find these changes useful! The modding refactor-related changes are now available for testing in the Unstable test version, and they are planned for release in the next update, in the latter half of April.

Title: Re: Barotrauma
Post by: Asid on June 16, 2022, 12:19:53 AM
Barotrauma’s 3rd Steam anniversary update
Wed, 15 June 2022


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33962671/b3961c5927bdeb4a196a5e7b349fe4de04afac40.png)

Happy anniversary, everyone!

Barotrauma recently reached another anniversary on Steam. We’ve been here for three years now and couldn’t have done it without you – thank you for sharing this long ride with us! Head over to our blog for more birthday greetings, with a stroll down memory lane as well as a look at what still lies ahead.

The anniversary update
Today we’ve released an update with a variety of quality of life improvements, fixes and minor changes. We’re hopeful it should help with the performance issues we know many players have been experiencing, and there are some exciting additions as well, such as…

    Transferring items between submarines when purchasing a new sub
    New difficulty presets for campaigns
    Three new beacon stations
    Further modding improvements to wrap up the Modding Refactor we did before.


See the full list of changes just below and be sure to update your game to the latest version. Let us know how the update plays, enjoy the coming summer and thank you for being with us today!


v0.18.11.0


Balancing:

- Added some new campaign settings: starting balance, amount of starting items and difficulty.
- Cargo mission reward of construction materials has been reduced to be less balance-breaking.
- Revisited all item spawns. Drastically reduced and adjusted the spawns everywhere. Disabled some spawns in campaign. All the subs should now start with a bare minimum in the campaign.
- Reduced selling price to ~25% of base price to avoid getting too rich from looting too early/easily
- Increased effect of "Requested Goods" to be 2x to compensate for the decreased selling price.
- Alien artifacts and trinkets can still be sold for a high price at research stations. (2x modifier, to compensate for the reduced selling price)
- Removed batteries from Headset, to reduce the value of selling/deconstructing these.
- Duffelbag deteriorates over time when in use, and now is carried with both hands.
- All items now deconstruct into less materials than it takes to construct them. Avoiding infinite construction/deconstruction loops for easy skill leveling.
- (Temporarily?) Removed most hand-placed items from the vanilla subs to make balancing and debugging the auto item placement easier.
- Revisited crew corpse spawns. The id cards are no longer manually placed. The cards found from the crew now actually work.
- Minor adjustments to bandit loadouts.
- Changes to chaingun. Now fires 500 shots instead of 200 per ammo box, at the cost of DPS.
- Added shredder rounds for chaingun, as an option against armoured targets.
- Adjusted the armor penetration of all turrets.
- Made location evolution take a little longer, colonies cannot be formed closer than three steps to another colony.
- Made wreck missions a little more common.
- Adjustments to the preferred containers (= where things are spawned and where they should be placed).
- Changes to the existing missions and how they are distributed. Added new missions.
- Reduced the costs for unlocking the biomes.
- Adjustments to the monster spawns.
- Changes to the item "gating". Some items don't appear early in the game anymore.
- Adjustments to the mission specific variants of the monsters.
- Added a large Crawler variant for some missions (removed the Swarmcrawler that was used for crawler missions).
- Halved Mudraptors' priority for eating dead bodies.
- Reduce nausea chance of energy drink to 25%.
- Changes to the campaign progression in general.
- Changes to the level generation parameters, especially in Cold Caverns and the Ridge.
- Changes to the level resources distribution.
- Changes to the event manager settings (that affect the monster spawns).
- Adjusted and normalized the item loadouts for all the jobs.

Chat improvements:

- Chat mode (radio/local) can be toggled using a dropdown next to the chat box or with a dedicated "ToggleChatMode" keybind (R by default).
- Voice chat now has only one push-to-talk keybind (V by default) which respects the selected chat mode.
- There's now a dedicated "ActiveChat" keybind (T by default) to open the chat using the currently active chat mode.
- If you want to keep the chat keybinds the way they were (separate keybinds for local and radio), you can rebind the "Chat" and "RadioChat" inputs back to T and R and the new "ToggleChatMode" and "ActiveChat" inputs to something else.

Changes and additions:

- Added damage overlays to characters (characters who've taken damage look damaged).
- Added two new beacon stations.
- Added a bunch of new UI sounds (tickbox toggling, confirming transactions, increase/decrease sounds for number inputs, cart sound for adding/removing items in store interfaces, selecting/clicking components, sliders and modlist).
- Added UI volume slider.
- Show a verification prompt if an automated circuit tries to make the submarine undock from or dock with an outpost. Prevents campaign getting softlocked if someone rewires the docking port in a way that makes it dock/undock immediately at the start of around.
- Color subs in the sub editor's list to indicate whether they're vanilla, workshop or local subs, added a tooltip that explains why some of them cannot be deleted through the editor.
- ID cards can now be purchased from outposts. The card gets assigned the appropriate tags for the character doing the purchase.
- Clients need to wait 1 minute if their vote gets rejected before they can start another vote of the same type.
- Increased the priority of explosion particles to make it less likely for them to not appear when the particle limit has been reached.
- Made matriarch genes slowly heal bleeding (not just afflictions of the type "damage") to get it to be more in line with the description.
- Adjusted small water flow sounds: lower max volume, lerp volume according to the water flow (-> small leaks are much more quiet).
- Added energy drinks and protein bars to vending machines.
- Reduced Winterhalter engine power drain (from 6000 total to 4250).
- Decorative level objects (plants and whatnot) can spawn on outpost walls.
- Adjustments on the particle effects of chaingun and coilgun.
- Added non-lethal rubber bullets for riot shotgun.
- Added a server setting to change if the looted money goes to the player or to the bank.
- Improved tooltips in the wallet menu to make their function more clear.
- Corpses can now be grabbed in singleplayer to loot money.
- Made the crew wallet menu update when the players permissions change.
- Prevented selling items from submarine containers tagged with "dontsellitems", instead of "donttakeitems".
- Removed merchant balance effect on item prices.
- Replaced "item sell value" with the location reputation effect on the store interface.
- Hide AppData path from tooltips in the sub editor to prevent exposing the user's name.
- Made the descriptions of some materials (that used to just say "useful for crafting") more descriptive.
- Increased oxygen generator output in some vanilla subs.
- Made handheld sonar beacon sound less grating.
- The client who initiated a vote cannot take part in that vote (except if they're the only client who can vote, in which case the vote automatically passes).
- Made flashlight flicker before the battery runs out.
- Added some lootable money to corpses found in wrecks.
- Removed the small equipment indicators next to the character portrait.
- Weapon holders now use the tag "mountableweapon" instead of "weapon" to determine which items can be placed in them. Allows tagging non-weapon items as mountable in the holder, without making bots consider it a weapon due to the "weapon" tag. Also allows to keep some weapons not-mountable.
- Ammunition Shelf can now also store Depth Charges ("depthchargeammo" tag added)
- Doors and hatches can now be mirrored in the sub editor (making them open from top to bottom, or from right to left).
- Depth charges can be stored in coilgun ammo shelves.
- Adding preview images to wrecks, beacon stations, outposts or enemy subs isn't allowed in the sub editor (unnecessarily bloats up their file size, as the preview images aren't visible anywhere).

Performance:

- Improved the performance statistics view that's enabled with the "showperf" console command: more fine-grained stats and easier-to-read visuals.
- Optimized AI pathfinding when they're trying to find a safe hull. Particularly noticeable in colonies when the NPCs are fleeing from something.
- Optimized character status effects (e.g. health regen and other constant damage reductions).
- Optimized watcher's acid clouds.
- Optimized loading submarines. Reduces loading times especially when there's lots of items in the sub.
- Lighting optimization: now some unimportant (dim and small) lights are hidden when there's lots of light sources visible on the screen at the same time. The maximum number of visible lights can be adjusted in the game settings.
- Lighting optimization: the number of light recalculations per frame is limited, meaning that when there's lots of moving, shadow-casting lights visible, the game doesn't try to recalculate the shadows all at the same time.
- Lighting optimization: simplify the light rendering when zoomed very far out (e.g. when looking through a periscope).
- Optimized status effects that modify items' conditions every frame (for example, oxygen tank shelves that fill up oxygen tanks).
- Optimized many status effects by making them only execute once per second instead of every frame (most importantly, diving suits and volatile fuel rods).
- Optimized talents: buffs are applied to characters periodically instead of every frame.
- Optimized the logic that bots use to determine the safety of hulls.
- Optimized items: stop updating items that don't need to be updated more aggressively.
- Optimized bot AIs: in particular, the cleanup, repair, pump water and load items objectives. Should significantly improve performance when the bots are doing these objectives when there's a large number of items in the sub.
- Optimized entity culling logic (determines which items/structures are currently visible in the screen).
- Optimized a bunch of textures.

Fixes:

- Fixed server not refreshing the power grid when a client disconnects and reconnects a power wire.
- Fixed hull updates not being sent if the water/oxygen/fire in the hull doesn't change server-side, preventing the hull's status from getting corrected if a client somehow ends up out of sync.
- Fixed ballast flora sometimes becoming unkillable in multiplayer.
- Attempt to fix tab menu crew list sometimes getting stuck to a broken state at the beginning of a round.
- Fixed inability to access the character tab in the tab menu when dead (preventing you from creating a new character).
- Fixed occasional "hash calculation for content package xxxx didn't match expected hash" errors when updating/enabling certain mods.
- Fixed preview sometimes breaking in the character customization menu when switching the hair or accessories on Linux or Mac.
- Fixed fonts not getting rescaled when changing resolution.
- Fixed misplaced hull in the beacon stations.
- Fixed ability to pick up items and take items from other characters when controlling a character whose inventory is inaccessible while alive.
- Fixed message box about a too large preview image not being shown when trying to publish one in the Workshop (instead throwing the generic "publishing failed" error).
- Fixed Venture airlock (missing button, inner door wiring).
- Fixed level floor not being visible on the sonar.
- Fixed bots being unable to shoot with a turret whose line of sight is blocked by another turret (even though the projectiles can go through the turret).
- Fixed switching a sub making its preview image disappear from the submarine switch menu.
- Fixed an issue where the client was adding mission rewards into the bank on their screen causing desync.
- Fixed item assemblies still getting misaligned when saving.
- Fixed crashing when there's no audio device available (no speakers/headset connected) and a character enters water.
- Fixed crashing when trying to save an item assembly with a space at the end of the name.
- Fixed crashing when a character tries to operate a turret from outside the sub.
- Fixed submarine name being set to a truncated value in the submarine save dialog if the submarine name text at the top of the screen gets truncated, leading to a crash if you try to save the sub with that name.
- Fixed devices whose power consumption is set to 0 not working when not connected to a grid.
- Fixed outpost NPCs choosing the item to spawn for the device they're operating randomly, occasionally causing them to for example load reactors with volatile rods.
- Clients replicate sending chat messages to wifi components in mp. Fixes radio-linked wifi components not receiving the signals client-side.
- Fixed tab menu staying open during loading screens.
- Signal components' and terminals' sprites don't mirror horizontally in mirrored subs (what's a DNA, RO, ROX or XEGER component??).
- Fixed inability to rewire any docking ports in outpost levels, even if the port is not docked with anything (should only apply to the port docked with the outpost).
- Fixed "Ignore This" orders being wiped when loading an existing multiplayer campaign save.
- Fixed abyss area being very small in the Aphotic Plateau, preventing the abyss monster from reaching you if you go deep enough.
- Fixed status monitor displaying small amounts of water as 1% even though water detectors output 0%.
- Fixed autopilot conflicting with VELOCITY_IN inputs (now signals override the autopilot for 1 second).
- Fixed ConversationAction getting interrupted when opening an input-blocking menu in single player.
- Fixed sprite bleed in chaingun ammunition boxes.
- Fixed appearance of specific named NPCs being inconsistent (e.g. Captain Hognose sometimes being a woman or not having an eyepatch).
- Fixed certain scripted events getting stuck if you switch characters in single player (e.g. the events that require you to interact with fliers on the wall).
- Fixed crashing when the source of a rope is removed (e.g. when a latcher despawns while latched on to the sub).
- Fixed votes always going through if no-one votes.
- Fixed energy drink giving x10 more haste when used via the health interface.
- Fixed the monster spawns for the new game plus not working (currently a placeholder set).
- Fixed monsters spawning from missions not avoiding the engines.
- Split campaign state networking messages into multiple ones. Previously all the campaign-related data (map state, reputation, upgrades, purchased items, selected missions) was included in the same message, and whenever anything in the data changed, the server would send all of it to clients. This would cause performance and bandwidth issues in some situations, for example when reputation was changing rapidly.
- Fixed some pumps in Kastrull working without power.
- Fixed quick-reloading working incorrectly when trying to reload from a stack that doesn't fully fit in the weapon (e.g. when double clicking on a full stack of revolver rounds with a half-loaded revolver in hand).
- Fixed inability to quick-reload weapons with more than 1 inventory slot (e.g. autoshotgun).
- Fixed outpost NPCs having x3 more health than they should.
- Fixed morbusine not killing NPCs with higher-than-default health.
- Fixed graphics errors when using Razer Cortex overlay.
- Fixed bots being unable to repair Winterhalter's top hatch.
- Fixed server crashing if you disable all mission types and try to start a mission round.
- Fixed Chinese/Japanese/Korean text not wrapping properly on terminals.
- Fixed bots sometimes walking towards a wall or holding the ladders when they are idling.
- Fixed "main docking port" property not being taken into account when placing outposts (= the outpost was placed with the assumption that the docking port closest to the sub's center is the main docking port). Sometimes caused the outpost to be placed too close to the level walls, preventing the sub from docking with it.
- Fixed ladders not being visible in the sub preview.
- Fixed some UI elements being too large when switching from a large resolution to a smaller one, or vice versa.
- Fixed weapon holder sprite depth.
- Fixed level editor's test mode generating a different level than the editor itself.
- Fixed ballast flora branches that have been disconnected from the root not being considered disconnected after a level transition (allowing them to keep growing).
- Fixed "set default bindings" not doing anything in the settings menu.
- Fixed door/hatch gaps not getting moved when snapping to grid in the sub editor.
- Vertically mirrored beds can't be laid on.
- Fixed wrecked reactors being forced to non-interactable even if made interactable in the sub editor.
- Fixed keybinds shown in the controls tab not refreshing when resetting the binds.
- Hopefully fixed colonies sometimes not including some modules (most often the armory module).
- Fixed ready checks sometimes ending at a slightly different time client-side compared to the server, allowing you to answer the prompt even though the time to answer already ended server-side.
- Fixed large terminal welcome messages going slightly outside the bounds of the listbox.
- Fixed overlapping in the tab menu's mission tab when there's more than one mission selected.
- Fixed fabricators and deconstructors playing the sounds even if they're out of power.
- Fixed occasional "hash mismatch for downloaded mod" errors on Linux.
- Fixed clients occasionally spawning as the old character after they've opted to create a new one. Only happened if the client hadn't died and was still controlling the old character at the end of the round.
- When a client creates a character with a new name, the client's name is changed to match it after they spawn as that character.
- Fixed enabled mods getting disabled when updating them in the mods menu.
- Fixed a rounding error in Sprite.DrawTiled that sometimes caused an extra 1-pixel line on some scaled and flipped structures (e.g. certain wall pieces scaled to 0.6).
- Fixed Orca 2 still using the old chaingun charge time.

Modding:

- Added "mod lists" which can be used to enable/disable sets of mods more easily.
- Option to choose which local mod(s) to add a submarine to when saving one in the submarine editor.
- Mods can be unsubscribed from by right-clicking on them in the mod list, and it's possible to unsubscribe from multiple ones at the same time by using ctrl+click or shift+click to select more than one.
- Local mods can be merged in the mod list by selecting the ones you want to merge and selecting "merge all selected" from the right-click context menu.
- Better filtering in the mod list: option to only show local mods, Workshop mods, published mods, submarines and/or item assemblies.
- Added "SameInventory" spawn position type to status effects (allows spawning items in the same inventory the entity applying the effect is in).
- Added support for multiple light components in wearables.
- Fixed permanent stats given by talents not getting synced to clients in multiplayer (doesn't affect any vanilla talents).
- Fixed nullref exception when trying to trigger a location type change to a type that doesn't exist (doesn't happen in the vanilla game).
- Added an extra tag to the "canned heat" talent to make it easier to add custom upgradeable tanks that aren't compatible with vanilla tools.
- Option to make status effects drop the items contained inside the target item (usage example in the duffel bag).
- Level object, cave and mineral commonness can be defined based on the biome instead of the level generation parameters (= no need to define commonness for "coldcavernsbasic", "coldcavernsmaze" etc separately).
- Option to define ConversationAction texts directly in the event xml (instead of having to always define them in a spearate text file).
- Extended CustomInterface functionality with NumberInput elements that allow using float values ("numbertype") and defining the increment size ("step") the number of decimal places ("decimalplaces"). (Thanks, mLuby!)
- Implemented <clear/> element for removing all the child elements of an element in a variant file.
- TriggerComponent now supports negative forces: negative force value will cause the it to pull triggerers towards it.
- Multiple TriggerComponent properties can now be modified through signals and CustomInterface components.

Title: Re: Barotrauma
Post by: Asid on September 17, 2022, 02:03:12 AM
Sneak peek: Changes in the shipyard
Fri, 16 September 2022

(https://cdn.akamai.steamstatic.com/steam/apps/602960/ss_aee1152277915b2afe7d13c839108a88094b307b.jpg)

Hello everyone!

The next update will feature many submarine-related changes and additions, such as guns and upgrades as well as the introduction of submarine tiers, a new system of classifying submarines in terms of how advanced they are. Let’s take a look!

New guns! We’re adding two new large turrets: the double coilgun and the flak cannon. These together with the railgun are the new large weapons, which can only be mounted onto the new large hardpoints.

The Camel, a new Transport submarine, is being added. The other submarine classes have affordable starter options, and now the Transport class does too.
   
The Deep Diver class of submarines is being removed, and all the submarines in this class will become Scouts instead. Only Deep Divers have been able to get through the last few levels of the campaign, because even the fully upgraded hull of a ship other than a Deep Diver did not offer enough pressure resistance. We want to change that and allow you to finish the campaign by upgrading the ship of your choice.

The submarine upgrade system has got some adjustments to make individual upgrade levels count for more, and for all the different upgrades to stand out better. Different classes of subs also get slightly different upgrades, giving classes more purpose and identity.

Submarine tier, a completely new classification system, is being added to designate submarines as high or low end. Tier and class together determine how much you can upgrade a submarine, adding depth and dimension to the submarine system as a whole. Tiers will be assigned automatically to all existing subs based on price.


Want to find out more? Head over to our blog for a more detailed introduction of all the new content and features, and take a look at them in action in the Unstable test version. All these changes in the shipyard will be released in the next update, coming in early October!
Title: Re: Barotrauma
Post by: Asid on October 21, 2022, 12:16:03 AM
Hoist the Sails Update out now
Wed, October 5, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33962671/f5242377f5763c23f8253037a14638d6c89fbbff.png)

Hello everyone!

We’ve just released a new update for Barotrauma. Hoist the Sails brings…


    Improvements to submarines and upgrades, and a new vanilla sub
    All-new game tutorials
    Improved performance and multiplayer stability
    Many quality of life changes and fixes.

See this preview post for a more detailed introduction of all the new additions, and find the full list of changes at the end of this post.

Be sure to update your game to the latest version now to be able to host and join servers. We hope you enjoy the Hoist the Sails update!

To MacOS players on systems older than 10.15:
Due to the .NET 6 update included in Hoist the Sails, we have had to raise Barotrauma's minimum technical requirements for MacOS, and systems 10.13 and 10.14 have unfortunately lost support. If you wish to continue playing Barotrauma on these systems, you can access the game version preceding this update as a Steam beta.


Opt into "MacOS-Compatibility", available to everyone who owns Barotrauma on Steam:

    Find Barotrauma in the left sidebar of your Steam Library.
    Right-click Barotrauma and choose "Properties".
    Choose the "Betas" heading in the Properties window.
    Select "MacOS-Compatibility" from the topmost dropdown. This begins the download of the beta.
    When "MacOS-Compatibility" is successfully opted into, the name is displayed in square brackets alongside Barotrauma's title in the sidebar.
    This beta will not get any further updates but will remain available to ensure continued compatibility for the affected Mac players.


To access new game versions of Barotrauma on MacOS, 10.14 players should be able to update their systems to stay compatible with our new runtime. 10.13 players and everyone will additionally be able to find Barotrauma on Nvidia's GeForce NOW cloud gaming platform, starting tomorrow!

The .NET 6 runtime update only affects compatibility for MacOS 10.13 and 10.14, not other systems. Read more about the runtime update and its effects on MacOS in this earlier post.


v0.19.10.0

Changes and additions:

- Completely remade tutorials. There is now a Basics Tutorial to cover basics like moving, inventory and repairs. More specific tasks are explained in the Roles Tutorial, where every job has their own tutorial to go through, explaining what it means to be e.g. an Engineer or a Captain.
- Added new mining missions, including some in the abyss.
- Reintroduced separate local/radio voice chat keys as a legacy option. Now it's again possible to speak with voice activation by default and use a push-to-talk button for radio, the same way as before, by setting the chat mode to Local and using the new radio voice chat hotkey.
- Device/item UIs can be moved around by dragging.
- Allow using devices while on a ladder or sitting on a chair.
- Changed reactor temperature bar colors (from blue to red).
- Higher quality stun batons cause heavier stun.
- Changed unit load device capacity to 12 (because the sprite has space for 12) and made them waterproof.
- Changed fabricator skill calculations: the most inadequate of the required skills determines the fabrication time (instead of the average).
- Made dying drop a characters' skills towards the maximum initial skill instead of minimum.
- Added a new keybind for opening and closing the chat box. The default bind is B.
- Added a warning if a new keybind overlaps with any of the player's existing binds.
- Overvoltage makes devices perform better, increasing the output of engines, making fabricators, deconstructors and pumps operate faster, electrical discharge coils do more damage, batteries recharge faster and oxygen generators generate more oxygen. Encourages operating the reactor manually and hopefully makes it a little more engaging.
- Added more randomness to junction box overvoltage damage, and made partially damaged boxes take more damage from overvoltage. Prevents all boxes from breaking at the same time, making overvoltage less of a pain to deal with and intentionally overvolting devices more worthwhile.
- Added manual temperature adjustment buttons which immediately increase/decrease the temperature of the reactor for a brief amount of time on manual control (bumps the gauge up/down by a fifth, and the boost fades out in 20 seconds). Allows reacting to load fluctuations very quickly, and conserving fuel by operating the reactor at a lower fission rate – a new benefit to operating reactors manually.
- Signals no longer set the fission and turbine rates of the reactor instantaneously, making automated reactor circuits less overpowered. They are still viable, but especially now with the addition of the extra incentives for operating the reactor manually, they're no longer as clearly the best and most efficient way to operate the reactor, making manual operation more worthwhile.
- Made the "distort" camera effect a little less obtrusive and glitchy-looking (smoother texture + less heavy effect).
- Made water-sensitive materials (lithium, potassium, sodium) spawn in waterproof chemical crates.
- Made crates deconstruct much faster to make them easier to get rid of.
- Sonar disruptions now hide minerals.
- Grayed out ranged weapons' crosshair when reloading (similar to turret crosshairs).
- Disabled the autodocking prompt (which verifies whether you actually want to dock when docking is initiated by an automated circuit) in single player.
- Improved the way drag is applied on submerged items. Fixes heavy items dropping at unnaturally high speeds in water.
- Added a splash effect when an item falls into water.
- The deconstructor UI shows what the input items deconstruct to (particularly important now with the lossy deconstruction recipes - it can be risky to deconstruct something just to see what materials it gives out if that results in material loss).
- Wall and device repair costs in outposts are calculated based on the amount of damage on your sub, instead of always having a fixed price.
- Inflamed lung doesn't affect characters that don't need oxygen.
- Added swarm behavior for crawler husks.
- Added some more oomph to nuclear explosions.
- Adjust the alpha of the outpost service icons according to distance to make it easier to estimate where the NPC is at. Show the title of the NPC when hovering the cursor over the icon.
- Added "unlockmission" console command.
- Added "setcampaignmetadata" console command (may be useful for modders creating custom scripted events for the campaign).
- Changed how NPC "titles" work. Previously we defined "titles" for the pirates (e.g. "Pirate Lord" and such), and the title replaced the name of the NPC (which made their dialog a little awkward). Now we display both the name and the title over the character, and special outpost NPCs also have titles.
- Gave diving masks to most NPCs.
- Changed the burn overlay formula: now also the non-affected limbs get half of the effect, because the sharp contrast between limbs looked weird.
- Restored the 3-shell Railgun rack as a legacy option.
- Reworded the "respawn with penalty" prompt to make it less confusing: you always get a penalty to your skills when you die now, and Reaper's Tax is an "extra penalty" you get on top of that if you opt to respawn mid-round. The intention behind this is to incur a cost to respawning, as it shouldn't be possible to get unlimited free reinforcements and supplies mid-round.
- Made SIGTERM close the linux server gracefully.
- Made respawn items (suits, scooters) spawn in the respawn shuttle's cabinets when possible.
- Show a healthbar on items (e.g. eggs and thalamus organs) when damaging them with handheld weapons (melee or ranged).

Read on:  https://store.steampowered.com/news/app/602960/view/3328747612241357004

Title: Re: Barotrauma
Post by: Asid on October 21, 2022, 12:16:14 AM
Second fix patch for Hoist the Sails update
Thu, 20 October 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33962671/f5242377f5763c23f8253037a14638d6c89fbbff.png)


Hello everyone!

We've just released another small patch to address issues discovered since the launch of the Hoist the Sails update, including submarine upgrades being lost when you switch to a lower tier sub and back again, and a number of other small adjustments and fixes.

See the full list of changes below and be sure to update your game to the latest version!


v0.19.14.0


- Fixed submarine upgrades getting lost if you switch to a lower-tier sub that can't have as many levels of upgrades as the current sub, and then back again.
- Fixed "failed to find the end of the bit field after 100 reads" error when trying to join a server that has a large number of mods enabled.
- Fixed some monster events not being as common/uncommon as intended. In more technical terms (which may be of interest to modders): the commonness defined as an attribute of an EventSet did nothing, making the event default to a commonness of 1. The commonnesses defined for specific level types worked correctly.
- Fixed clients getting stuck in a non-functional lobby if they happen to disconnect or get kicked back to the lobby at a specific point when loading a new round.
- Fixed large turret hardpoint origin being off, causing turrets installed on a large hardpoint to be misaligned.
- Attempt to fix crashing when disconnecting from the server you're hosting.
- Fixed Ctrl+Shift+S shortcut (quicksave) not working in the sub editor.
- Fixed toolbelts and storage containers in old subs going inside toolbelts.
- Fixed submarine tier resetting to default when reopening the sub editor's save dialog.
- Fixed sub editor not taking filename case into account when saving an existing sub: if you'd try to save the file with a different filename case, it'd ask about overwriting the existing sub, but save it as a new file even if you opt to overwrite.
- Fixes to Herja room names (use Engineering, Gunnery compartment, etc. labels), add camera to the front, with a periscope for the captain.
- Fixed non-purchaseable talent items not being available as extra cargo.
- Sorted extra cargo alphabetically + added a filter box.
- Fixed taking items that spawned inside another item (e.g. tanks in a diving mask) from NPCs spawned by an event not counting as stealing.
- Fixed characters falling off ladders when using aimable tools.
- Fixed money gain/lose popups no longer showing in the campaign.
- Fixed inability to manage the campaign if there's no-one with permissions alive. Previously we allowed anyone to manage the campaign if there's no-one with permissions present in the server, but that's not enough, because the players with permissions can't end the round if they're dead. Now if there's no-one with permissions alive, anyone is allowed to manage the campaign.
- If Select and Deselect have been bound to the same key, the deselect input is ignored when interacting with another item than the selected one. Prevents e.g. falling off ladders when trying to open a hatch when both Select and Deselect have been bound to E.
- Made it possible to enter a hostname (e.g. someserver . com) in the direct join prompt.
- Adjusted the size of the submarine list elements in the server lobby to reduce the amount of empty space on large resolutions.
- Fixed event texts for the "scan ruin" mission being in an incorrect language.
- Attachable items cannot be attached inside walls.
- Fixed distance at which you can attach items being slightly longer than the interact distance, making it possible to attach items out of reach.
- Fixed inability to turn when you're dual wielding melee weapons and attacking continuously.
- Fixed inability to cancel deconstruction if there's non-deconstructible items in the queue.
- Fixed local copy of a mod you're publishing not using the version number you've entered in the publish menu.
- Fixed crashing when trying to open the tab menu's character tab with a character who has no personality trait (may happen e.g. if you use a mod that adds custom personality traits and try to play that save without the mod).
- Fixed sourcerect issue in alien generator + decorative sprite not disappearing when the fuel rod is taken out.
- Fixed corrupted mods causing a nullref exception when autodetecting required mods in the sub editor.
- Fixed minerals not disappearing from mineral scanner if they get detached by something else than a character picking them up (e.g. by the destructible ice wall they're on breaking).
- Fixed event-specific metal crate deconstructing to steel.
- Fixed inability to join servers that have enabled multiple mods with identical content.
- Fixed tandem fire not working if there's a character between you and the other character on a periscope.

Title: Re: Barotrauma
Post by: Asid on December 10, 2022, 12:16:30 AM
Preview: Holiday Update
Fri, 9 December 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33962671/2286b42101d4ac1ee247f91af6db92047576b201.png)

Hello everyone!

The final Barotrauma update of 2022 is arriving next week, with a new campaign tutorial mode, a reworked talent system and lots of smaller fixes and improvements.


Campaign tutorial
We’re adding tutorial features integrated into the singleplayer campaign mode. The new campaign tutorial guides new sailors on their first mission with hints, tips and dialogue.

Reworked talents
Thank you for all the comments on the talent rework announcement we made a few weeks ago! After further testing and reading all the feedback we got, we’ve made a few adjustments to our plans. Here’s an updated preview of the upcoming talent overhaul:

    More talents. We’re adding 50 new talents in total.
    New generic talents for all jobs. You must unlock a few of these generic talents before picking a specialization, and if you want to, you can even unlock them all.
    More streamlined specializations. You can still get talents from several different talent trees, but you must complete each tree before moving on to the next.
    All talents can now be unlocked and used by bots. Recipes unlocked by bots can be used by the entire crew.
    Brand new talent-related items, such as the new Scrap Cannon and Arc Emitter weapons.


About the Captain’s third talent tree: It is on the way! However, as it relates to the various factions of Europa, it will only be added with the faction overhaul coming next year.



What else is new?
Here are some of our favorites from the smaller changes coming up in the Holiday Update:

    Hull breach shrapnel makes monsters that can’t get inside your sub more dangerous to players.
    You can now fabricate multiple items at once with a convenient slider.
    More varied creature loot, including loot from big monsters.
    New weapons: the Rifle, Heavy Machine Gun, Machine Pistol and Harpoon Coil-Rifle.
    Flashlight attachment for rifles.
    VoIP improvements, including distance-based radio chat quality.
    Fixed the Chinese and Japanese typing method to display the candidate box properly while typing.


Read more about the update and our seasons’ greetings on our blog and stay tuned for the Holiday Update next week!

(https://cdn.akamai.steamstatic.com/steam/apps/602960/ss_ffa389dffc482c6fc3cd888405763ec94268f5d6.jpg)

Title: Re: Barotrauma
Post by: Asid on December 14, 2022, 09:41:16 PM
Holiday Update out now!
Wed, 14 December 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33962671/2286b42101d4ac1ee247f91af6db92047576b201.png)

Ho ho ho everyone!

The holiday season is almost upon us, and Barotrauma’s Holiday Update 2022 has just been released. Please be sure to update your game to the latest version for…


    New campaign tutorial to guide new players on their first mission
    Reworked talent system with 50 new talents and many improvements and additions
    Many kinds of smaller improvements, like new monster loot, new guns, and more.


Find out more about the update in this earlier post and check out the full list of changes just below (only in English). We wish you a relaxing holiday season and a happy new year!


v0.20.14.0


Talent overhaul:

- Redesigned and rebalanced talents: lots of new talents, changes and balancing to existing ones and replacing some of the more broken ones with new ones.
- Redesigned talent tree structure: there's now a selection of "generic" talents, and after you've unlocked 4 of them, you can choose a specialization talent tree. After completing a specialization tree, you can choose another one.
- Lots of new talent-related items and 2 new pets.
- Players can select talents for bots in multiplayer.
- Anyone can fabricate the items bots have unlocked using talents.

Balance:

- Slightly adjusted values of handheld weapons.
-- Damage values of weapons have been adjusted to be more in line with their cost
-- Damage to structures has been revised (f.e. knives shouldn't be so efficient at cutting through walls).
-- Improved ammo availability for basic weapons.
-- Usage of a minimum difficulty level to have some weapons appear in stores only later in the game. Even some previously talent-only items can appear in stores now in very late biomes.
– Made some weapons available later in the game to increase the feeling of progression.
- Slightly adjusted values of apparel (armor, clothing, diving suits) to better highlight strengths and weaknesses.
-- Combat Diving Suit is now actually better for combat than the regular diving suit, due to higher damage resistances.
-- PUCS no longer gives a bonus to speed when using Underwater Scooter, as it has plenty of other strengths.
-- Mechanic's apparel now has higher laceration protection than Engineer's apparel, as that's typically the damage they'd get from failing to repair.
-- All starter clothing gives less protection now, while some shop/npc clothing now gives some benefit.
- Chance of finding good/excellent/masterwork quality items in higher-difficulty levels.
- Plasma cutter is now much better at cutting.
- Rebalanced damage dealt by tools. Damage should be a bit higher overall. (don't actually try to fight mudraptors with a wrench though)


Tutorial improvements:

- A new campaign-integrated tutorial that teaches the basics of the campaign mode in the first outpost.
- Various fixes and improvements to the Basic and Role tutorials.
- Added popups when completing tutorial chapters that allow you to restart or continue and to return back to the menu.
- Added a reactor infographic designed to help new players better understand the reactor interface. It's accessible through a help button on the top right corner of the interface.
- Added in-game hints for the genetic system.

Changes and additions:

- New weapons: Rifle, Heavy Machine Gun, Machine Pistol, Harpoon Coil-Rifle.
- Flashlight can now be attached to all ranged weapons held with two hands.
- Limit which submarines are available in each outpost: high-tier subs become available as you get further in the campaign, and the submarine class selection depends on the type of the outpost.
- Two new music tracks.
- Added a slider to the fabricator that can be used to select how many items to fabricate.
- Added an option to hide enemy health bars.
- Items' damage modifiers are shown in store tooltips.
- Added a button for treating all characters in one go in the medical clinic.
- Breaches through the submarine's outer hull throws shrapnels that can cause minor damage to nearby characters, making monsters that can't get inside more of a threat to the crew (as opposed to just the submarine itself).
- Added a new honking scary random event to beacon stations.
- Water-sensitive materials now explode when they've been in water for 3 seconds, not immediately. Added particle, sound and light effects.
- Affliction descriptions change depending on the strength of the affliction, and whether you're treating someone else or yourself.
- Added a button for opening the Steam Workshop to all tabs of the workshop menu.
- Added tooltips that explain how the bot spawn modes work to the server lobby.
- Added various new loot items to different creatures.
- Large monsters (Abyss monsters, Moloch, Watcher) now also drop items upon death.
- Husk eggs now come in two forms: Husk eggs with actual egg-like appearance and the syringe version. Typically syringes are crafted, so finding a syringe on creatures felt a bit out of place. The eggs look as yucky as you’d expect.
- Made saline significantly less effective as a treatment for bloodloss to make blood packs more useful.
- Nerfed flak cannon's explosive ammo.
- Emp damage now stuns and damages electrical characters (Fractalguardian and Defensebot). Modders note: it’s implemented as an affliction, so it's not tied to the "empstrength" attribute defined for explosions.
- Allow putting medium items (e.g. storage container) in medical and toxic cabinets.
- Some changes to wrecked item sprites (replacing the old low-res pictures with modified versions of the normal items' sprites).
- Optimized the server lobby: there was an issue in the logic that updates the microphone icon that caused the game to check available audio devices every frame.
- Optimized status monitors: previously some parts of their UI were always updated regardless if anyone is viewing the UI.

Multiplayer:

- Quality of the radio voice chat diminishes with distance (gradually fading into radio static), similar to the way as the quality of the text chat.
- Voice chat range also affects spectators (= spectators can't hear players talking at the other side of the level).
- Fixed speech impediments only affecting the text chat, not the voice chat.
- Fixed radio voice chat not working properly if the range of the radio is larger than 250 meters. Happened because characters' positions aren't synced if they're further away than 250 meters from the client. In practice, the quality/volume of the chat would stop diminishing after 250 meters, and then immediately cut off when outside the radio range.
- Fixed inability to connect to IPv4 servers when IPv6 is disabled.
- Fixed occasional crashes when shutting down a server (for example with the error messages "pipe is broken" or "ChildServerRelay readTask did not run to completion").
- Fixed "no core packages in the list of mods the server has enabled" error when trying to join a server that's using a different version of the core package you have enabled.
- Fixed "Input contains duplicate packages" error still occurring if you try to join a server that has empty content packages when you don't have those packages yourself.
- Fixed networking errors when the connection to the server is momentarily lost and then re-established.
- Added a cooldown to client name changes to prevent using it for spamming.
- Fixed bans issued with the "banaddress" command using a client's Steam ID not working.
- Server visibility can be adjusted in the server lobby (instead of having to restart the server).
- The "respawnnow" console command forces a respawn even if there's less than the minimum amount of players waiting for a respawn.

Bugfixes:

- Fixed candidate box not being visible when using the Chinese input method.
- Fixed switching characters interrupting outpost events (even if there's currently no dialog active).
- Fixed certain events preventing other events from triggering when half-finished (e.g. preventing you from unlocking missions when an event is still running and for example waiting for you to talk to some other NPC).
- Fixed bots sometimes firing in a random direction when they equip a weapon. Happened because the aim and shoot inputs could already be active when the bot switches from another item to the weapon (e.g. from underwater scooter to some gun).
- Fixed pirates sometimes being unable to operate multiple turrets at the same time (even if there's enough crew to operate multiple), and attempting to operate hardpoints.
- Fabricator chooses the available ingredient that's in the worst condition when there's multiple suitable ingredients available.
- Fixed Esc not closing the campaign interfaces (map, store, shipyard, etc) but opening the pause menu instead.
- Fixed piezo crystals no longer spawning in the Great Sea.
- Fixed characters falling off ladders when using aimable tools.
- Fixed currently selected mission being included in the mission count displayed on the campaign map (i.e. showing "1/2" when you're choosing a new destination at an empty location).
- Fixed inability to sit in cafeteria chairs.
- Fixed projectile impacts getting triggered by gravity spheres and other TriggerComponents (meaning you couldn't hit monsters near a gravity sphere).
- Fixed blood pack fabrication recipe outputting only one item.
- Fixed tutorial not progressing when inserting a welding fuel tank inside the welding tool straight away, rather than inventory first.
- Fixed PUCS not beeping when you're underwater without a tank if you're inside a hull that has oxygen in it.
- Fixed some issues in sonar AITargets which made monsters hear the sonar when they shouldn't: switching to passive would immediately make the current directional ping cover 360 degrees, and whether the ping was directional or not would actually depend on whether the previous ping was directional, not what the mode is now.
- Fixed items getting autofilled into non-interactable containers in wrecks and outposts.
- Fixed ID cards looted from the corpses of a wreck not giving access to the secure containers in the wreck.
- Fixed verifying file integrity on Steam resetting the server settings file.
- Fixed crashing if you try to open an access-restricted directory in the file selection dialog.
- Fixed a typo in physicorium shell's damage config, causing it to not do bleeding damage.
- Fixed money gain/lose popups no longer showing in the campaign.
- Fixed bloodloss and drunkenness never fully healing, just dropping below the threshold at which the icon appears. As a result e.g. drunkenness and bloodloss never fully went away, which caused issues with some talent effects.
- Fixed bots always opening the door/hatch they're trying to repair.
- Fixed power indicator not rotating with batteries.
- Fixed lights on welding tools and plasma cutters emitting light the next round if the round ends while using them.
- Fixed Camel's airlock not draining fully.
- Fixed Berilia's bottom EDC not being wired to a supercapacitor and a loose wire between the flak cannon and the right supercapacitor.
- Fixed status effects targeting "NearbyCharacters" or "NearbyItems" being applied twice. Modders: if you used this, double the effects (e.g. damage) to get the same results as previously.
- Fixed a rounding error that caused Health Scanner HUD to display every level of bleeding below 100% as "minor".
- Fixed speech impediment from the husk infection making the bots unable to register any new targets on their own (= without being ordered).
- Fixed bots having unintentionally long reaction times on reporting the issues, causing them to ignore new enemies for a while when they first encounter them, unless being attacked.
- Fixed the default aim assist being 50% instead of 5%. Fixed aim assist not resetting when the reset button is pressed on the settings window.
- Fixed other players not seeing the spray particles when someone uses a sprayer in multiplayer.
- Fixed ability to "fire" (just dropping the projectile) hardpoints that are connected to a periscope and loader.
- When throwing an item (such as a grenade), the whole throw animation is played before the item is actually launched. Prevents being able to throw items at a ridiculous rate by spamming the hotkeys and LMB.
- Fixed portable pump's per-sub limit not working if you attach them at a spot with no background wall.
- Fixed oxygenlow resistance not affecting the time it takes to die in an unconscious state.
- Fixed bloodloss resistance not affecting how fast bleeding causes bloodloss.
- Fixed numpad keys toggling the chat when the Chat key is bind to nothing.
- Fixed main menu sometimes appearing half obstructed when starting the game on Mac.
- Fixed husk appendage breaking if the character already has extra limbs from e.g. genes.
- Fixed blocked doorways in Alien_Entrance3.
- Fixed Cyrillic symbols not being visible in the server list's server info panel when playing in a language other than Russian.
- Fixed certain genetic effects (such as regeneration from Hammerhead Matriarch genes) not working properly when multiple characters have the same effect.
- Adjusted railgun, coilgun and double coilgun firing offsets to make the projectile spawn closer to the end of the barrel.
- Fixed loot sometimes spawning in vending machines' output slots.
- Fixed water level sometimes "flickering" up and down when water is leaking to a room from the left or right.
- Fixed resetting the UI position doing nothing to equipped items' UIs (e.g. handheld status monitor).
- Fixed items equipped in the health interface slot being sellable.
- Fixed inconsistent view ranges of large turrets.
- Fixed SMG magazine shape being inconsistent with the shape of the mag well on the SMG sprite.
- Fixed character portrait and health bar buttons being clickable (despite being hidden) when the health interface is open.
- Fixed occasional crashes due to location store being null when teleporting from location to another with console commands.
- Fixes to impact-sensitive items exploding at the start of the round (e.g. at the start of explosive transport missions or when purchasing explosives).
- Fixed bots occasionally being unable to operate turrets when starting a new round until they're re-ordered to man the turret.
- Fixed focus staying on the highlighted item/character indefinitely if you keep holding LMB, even if you're outside interaction range.
- Fixed some creatures not having enough space in their inventory for the genetic materials to spawn into.
- Fixed minerals still sometimes being placed outside the level in mineral missions.
- Fixed cave tunnels sometimes being too narrow to pass through.
- Fixed "man and his raptor" outpost event giving 1000 marks in an incorrect branch of the dialog (the one where you immediately accept the NPC on board, instead of the one where the NPC says they'll pay you 1000 mk).
- Fixed cases of interaction texts for focused item (most notoriously, the planter) not being updated correctly.
- Fixed "snap to grid" causing door gaps to get misaligned.
- Fixed weird equipping behavior on fruit and paints, causing them to be equipped in both hands when trying to unequip.
- Fixed junction boxes not getting damaged by water.
- Fixed opiate withdrawal only reducing down to 20%, but never fully healing by itself.
- Fixed engines reverting back to the non-damaged sprite when they're damaged badly enough that the sprite starts shaking.
- Fixed walls being set up incorrectly in vertical abandoned outpost hallway modules, causing them to stick out into the connected modules.
- Fixed bots being unable to fix Typhon 2's top docking hatch or the wall right next to it.
- Fixed crashing when applying upgrades to linked subs, and there's more than one linked sub.
- Fixed Research Station being in the "Outpost" subcategory in the sub editor.
- Fixed bots dropping medicine from PUCS when changing its oxygen tank.

Modding:

- Added a button to the main menu that can be used to update all installed mods when there's updates available.
- Mods with errors can no longer be enabled. This change should encourage modders to fix errors in their mods and report bugs, as well as discourage players from ignoring errors.
- Removed most of the debug console error spam seen when launching the game or opening the settings menu when faulty mods are installed.
- Fixed mods failing to show up in the mods list at all when they have certain kinds of errors.
- Implemented the status effect type "OnSuccess" where "OnUse" was used instead. Changed "OnUse" to be neutral, meaning it always triggers, regardless of the (skill) requirements. You may need to switch using "OnSuccess" instead of "OnUse", if it's intended for the status effect to trigger only when the (skill) requirements are matched.
- Fixed increasing an item's HealthMultiplier making the items appear damaged in existing subs/saves (e.g. if you doubled an item's maximum condition, the items would remain in the old maximum condition and appear 50% damaged).
- Fixed crashing if a talent is triggered when the character receives some affliction, and that talent applies the same affliction on the character.
- Fixed crashing if the ingredient of a fabrication recipe can't be found.
- Fixed inability to sync properties of ItemComponents that the item has multiple of (meaning that it was only possible to e.g. edit the light color of the item's first LightComponent if it has multiple).
- Added 'launchimpulse' on RangedWeapon to affect projectile's speed (sum of launch impulses).
- Added 'penetration' on RangedWeapon to affect projectile's penetration (sum of penetration).
- Added 'DontApplyToHands' property to Propulsion, preventing extra force applying to hands when the item is held in hands (instead applying only to the character's whole body).
- Added a skill requirement conditional for StatusEffect, example: <Conditional skillrequirement="true" weapons="lt 35" /> to make a status effect occur only if the target has less than 35 weapon skill.
- Added ReloadSkillRequirement and ReloadNoSkill to RangedWeapon. E.g. a weapon with reload=2s, ReloadSkillRequirement=40, ReloadNoSkill=5s will have a character with 20 weapons skill reload at 3.5 s.
- Fixed sound's frequency multiplier not working in many cases (status effects, specific item sounds like turret movement sounds).
- Made it possible to check if some value is null or not with PropertyConditionals (e.g. CurrentHull="eq null").
- Added UseEnvironment.None to Propulsion component.
- Fixed the debug console command "head" causing the character to disappear. The command can be used for changing the appearance of the character at runtime.
- Status effects of type "OnUse" on projectiles now trigger when the projectile is launched. Previously it launched when the projectile hit the target. Use OnImpact (or OnSuccess/OnFailure) when you want something to happen when the projectile hits the target.
- Added an option to multiply the damage by max vitality (relative damage) per affliction definition, in addition to the "multiplyAfflictionsByMaxVitality" attribute defined for the status effects. If you want to define it for an affliction separately, leave the status effect level definition undefined, because it'd override the affliction specific value.
- Fixed item's OnSpawn effects being applied twice.
- Fixed item components that inherit the status effects from another item component (e.g. the medical syringes) triggering the status effects twice when the effect is triggered via the item and not via the item component. Didn’t cause issues with the vanilla items, but might affect some mods. If your item e.g. suddenly does only half of the damage after the update, it’s possible that it was affected by the bug. Just double the effect to fix it.

Title: Re: Barotrauma
Post by: Asid on January 28, 2023, 03:28:38 AM
Preview: Pre-patch for Barotrauma 1.0
Fri, 27 January 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33962671/13beb4fa8252f1b9ad8c37823071c2ada7a478f5.png)

Hello everyone!

We are excited to tell you our 1.0 release is coming this spring. Before that, we’re releasing a pre-patch that includes some final fixes and changes that we wanted to release while still in Early Access.


For many players, the most noteworthy additions in this pre-patch are reworked poisons and status effects. Unfortunately, these changes mean that some mods will not function properly until the creator updates them. We’re sorry for the inconvenience, but we hope that by releasing these changes in advance, we give all modders enough time to update their mods before our big release!

Poisons
•   Monsters can be infected with poisons, making poisons and the medic class more useful in combat.
•   Poisons have been redesigned to provide more interesting and varying effects, and the overall strength of poisons has been adjusted.
•   Applying poisons will increase the players’ medical skill.

Status effects
•   Changes to the overall targeting logic of status effects.
•   Status effect skill and item requirement checks have also been changed.

These changes will require some mods that use status effects to be updated. Please see this Steam forum post for more details.

Other changes and additions
•   Transparent visors for diving suits.
•   Modified clients are no longer able to pick up unpickable items.
•   Some submarine upgrades now cost materials or items in addition to money.
•   Better support for playing the multiplayer campaign without a host or someone with campaign management permissions on the server.


Important information about Barotrauma 1.0

In preparation for our 1.0 release, we are going to adjust Barotrauma’s pricing on Steam in two weeks, on February 10. What this means is that the next two weeks will be the last chance to buy Barotrauma at its Early Access price – and we have a new discount period starting today to give everyone one last good deal on the game before we reach 1.0. Please tell your friends if they have been waiting to dive in! The price increase will not affect anyone who already owns Barotrauma.

Read more about the update and our plans on our blog https://barotraumagame.com/announcements/pre-patch-for-barotrauma-1-0/ , and stay tuned for the pre-patch next week!

 
Title: Re: Barotrauma
Post by: Asid on February 11, 2023, 12:12:48 AM
Introducing the Europa Coalition
Fri, 10 February 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33962671/aecdbf14b74fd689747dfa174474222335c08999.png)

Hello everyone!

One of the big additions in Barotrauma’s 1.0 update will be an overhaul of the faction system, complete with new missions, events, and more. Let’s take a look at all the different groups, one by one, starting with the Europa Coalition. Who are they and where did they come from?


A few decades before the events of Barotrauma, the Coalition started out as a trade agreement between two prominent settlements on Europa, with some help from private paramilitary groups. They expanded their reach rapidly and aggressively, seizing control of important trade routes and other settlements. This has led them to become the de facto Europan superpower, governing civil society, trade and manufacturing with an iron fist.

The Coalition strives to preserve humanity on Europa, and they work tirelessly to maintain some semblance of peace and stability on the moon. Known to resort to ruthless tactics, however, the Coalition is not without its enemies.

Will you choose to fight for the Coalition, dispose of dissidents and help keep Europa safe?

Head over to our blog to learn more about the Europa Coalition, and get a sneak peek at some of the upcoming faction overhaul features!

Title: Re: Barotrauma
Post by: Asid on February 18, 2023, 12:41:46 AM
Introducing the Jovian Separatists
Fri, 17 February 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33962671/fd8696cec5d163b3e2ff64d19d7acac21a50a699.png)

Hello everyone!

Last week, we wrote about the Europa Coalition and their history. Now it’s time to take a closer look at their rivals: the Jovian Separatists.


When the Europa Coalition was gathering influence, their main political rival was the Jovian People’s Movement. In contrast to the Coalitions’ idea of an autocratic system, the JPM wanted to establish a democratic government on Europa through nonviolent means.

Following a tragic accident that claimed the lives of many JPM supporters, the Coalition was able to win the general election and become the main political power of Europa. This sparked suspicion, unrest and conflicts between the Coalition and JPM supporters, and the movement was eventually declared a terrorist organization. Thus, the Jovian Separatists came to be.

The Separatists’ aim is to overthrow the established regime and challenge the status quo. Over the years leading up to the start of Barotrauma’s events, they have splintered into smaller groups around Europa, some engaging in guerrilla warfare against the Coalition, some favoring more diplomatic methods.

Will you fight the good fight against the Coalition, and help the Separatists on their way towards a more democratic Europa?

For more detailed information on the Separatists and sneak peeks into a few upcoming features of Barotrauma 1.0, head over to our blog http://barotraumagame.com/announcements/introducing-the-jovian-separatists/

Title: Re: Barotrauma
Post by: Asid on February 28, 2023, 12:14:06 AM
Barotrauma 1.0 coming on March 13
Mon, 27 February 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33962671/13beb4fa8252f1b9ad8c37823071c2ada7a478f5.png)

Ahoy!

The time is almost here, and we can finally tell you that Barotrauma is coming out of Early Access on Monday, March 13, just two weeks from now.



Are you ready? We are shaking in our diving suits! We’ve spent almost a year working on the upcoming 1.0 update, and we can’t wait to hear what you think about it. It introduces the faction overhaul, which we have been teasing in recent weeks, and a proper ending to the campaign. What’s really down in the depths? Definitely not just a doomworm, but we don’t want to spoil the surprise.

After almost four years in early access and closer to a decade in development, March 13 is going to be a huge day for us and Barotrauma. Four people from our team sat down in front of a camera to tell you a bit more about that journey. Take a look at this behind the scenes video for our story!

Thank you for sailing with us for so long. The end of Early Access is not the end of our development, and we still have more updates planned after 1.0, but now it’s time to say: Welcome to Europa.

https://youtu.be/4a1klzgmW-4


Title: Re: Barotrauma
Post by: Asid on March 14, 2023, 12:23:13 AM
Barotrauma 1.0 out now!
Mon, 13 March 2023

https://youtu.be/pau93Z-46GQ


Submariners ahoy!

The time has finally come, and Barotrauma 1.0 has been released. The 1.0 update introduces the faction overhaul, replete with new missions and events, an improved reputation system, and lots of faction-specific items and perks. The update also unlocks the campaign ending, with a brand new endgame sequence to conclude your adventure. Find a more detailed summary of the update in this preview post, and see the full list of changes at the end of this post.


We’d like to say a big thank you to everyone who has joined us on our Early Access journey. While 1.0 will not be the last Barotrauma update, it is a momentous one, and we are grateful to be sharing it with you. Welcome to Europa, sailors old and new!



v1.0.7.0


Faction overhaul:

- Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother.
- Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions).
- Lots of new outpost events, and a longer "event chain" for the secondary factions.
- Lots of new faction-specific missions: some variants of existing missions, some new.
- Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough.
- Special, named characters who can be hired via scripted events after reaching a high enough reputation.
- Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough.
- If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions.
- There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists.
- Improvements to the campaign map.
- Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation.

Endgame:

- Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation.
- New types of enemies/bosses.
- Some new events to foreshadow the ending during the course of the campaign.

Misc changes:

- New loading screen / location portraits.
- Four new music tracks.
- Items' skill requirements are shown in their tooltips (the same way as damage resistances).
- Tweaks to poisons.
- Adjusted Europan Handshake to work better with the overhauled morbusine poisoning.
- Acid Grenades and 40mm Acid Grenades are now properly affected by talents
- Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters.
- Made regular 40mm grenades penetrate armor more efficiently.
- Made Diving Suits resist Acid Burns a bit more.
- Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%).
- Adjustment to throwable items (shorter throw distance and reduced speed in water).
- Made flares float in place to make them more useful.
- Made high-quality stun guns more effective (stunning the target faster).
- The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off.
- A pass on sound ranges: the ranges should now be more consistent and sensible.
- Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts.
- Made husk eggs consumable.
- Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost.
- Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures.
- Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000).
- Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth).
- Added a round light component variant.
- Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted).
- Miscellaneous optimizations.
- New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo).
- Made outpost hull repair service cheaper.
- Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives)
- Adjusted and rebalanced item damage for most items, to take into account doors being destructible.
- Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s).
- Boosted Plasma Cutter damage against doors and items (walls not touched).
- Made galena more common in order to make lead easier to get.
- Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them).
- Exosuits are powered by fuel rods instead of batteries.
- Adjusted plant spawn rates in caves.
- Made lead more common in stores.

Multiplayer:

- Added a language filter to the server browser.
- Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside.
- Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list).
- Fixed crashing if you close a server when mod downloads are disabled.
- Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random).
- Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen.
- Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random.
- Fixed inability to join servers with a submarine switch/purchase vote running.
- Fixed votes passing if the client who initiated them disconnects before anyone else votes.
- Fixed inability to gain more than 15 talent points in the multiplayer campaign.

AI:

- Fixed bots considering certain multi-hull rooms flooded when they are not.
- Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged).
- Fixed bots removing battery cells from exosuits when ordered to charge batteries.
- Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again.
- Improved bot ‘extinguish fires’ behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target.
- Fixed bots claiming that they can't return back to the sub and then following the order anyway.
- Improved the ‘find safety’ calculations so that the bots give more preference to the distance of the room.
- Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off.
- Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit.
- Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters.
- Fixed bots being allowed to reach items that are too far to be interacted with.

Fixes:

- Fixes and improvements to translations (Japanese and Chinese in particular).
- Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds.
- Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully.
- Fixed "kill" command not killing characters under the influence of "Miracle Worker".
- Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background.
- Fixed lights turning on without power when they receive a toggle or set_color input.
- Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something
- Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it).
- Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings.
- Fixed status monitor not properly displaying condition on tinkered items.
- Fixed machines smoking when above 100% condition with tinkering.
- Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height).
- Fixed some layering issues in abandoned outposts.
- Fixed water-sensitive items sometimes spawning as loot in wrecks.
- Fixed radio static still playing even if you don't have a headset.
- Fixed rifle grenade sounds not working.
- Fixed crashing on startup if the MD5 hash cache file is empty.
- Fixed research stations and loaders not being visible on the status monitor's electrical view.
- Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends.
- Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots.
- Fixed oxygen generators deteriorating in some of the outpost modules.
- Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls.
- Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub.
- Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins).
- Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0.
- Fixed genetic materials being too rare in outposts now.
- Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations.
- Fixed "residual waste" talent duplicating genetic materials.
- Fixed monsters sometimes spawning inside destructible ice chunks in caves.
- Fixed respawn shuttle sometimes spawning inside floating ice chunks.
- Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them.
- Fixed partially consumed items not staying on top of the stack they're in.
- Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum.
- Fixed reputation loss when you steal items from bandits in a beacon station.
- Fixed equipped flares igniting when you click on the inventory.
- Fixed "Quickdraw" talent not affecting Alien Pistols.
- Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness.
- Fixed advanced syringe gun and slipsuit fabrication recipes.
- Fixed floating pumps and ladder layering issues in Herja.
- Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely.
- Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets).
- Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile
- Fixed fire extinguisher spray getting blocked by characters.
- Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit.
- Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually.
- Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode).
- Fixed the ammo indicator not showing correctly on the advanced syringe gun.
- Fixed bots sometimes getting confused by outside waypoints while being inside an outpost.
- Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub.
- Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction.
- Fixed acid burns not having a cause of death text.
- Fixed "skedaddle" not giving a 10% movement boost like the description says.
- Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order.
- Fixed red glow around the light switch's green button.
- Fixed inability to hold a captain's pipe or cigar in your left hand.
- Fixed ready checks not working.
- Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability.
- Fixed item highlights from the previous round remaining visible the next round.
- Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage.
- Fixed basic depth charges being cheaper than intended (only 30 mk).
- Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators.
- Fixed follow orders not being persistent between singleplayer rounds.
- Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint.

Modding:

- Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn.
- Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations.
- Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target.
- Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier.

Title: Re: Barotrauma
Post by: Asid on January 11, 2024, 01:20:28 AM
Sneak peek and poll: Permadeath
Wed, 10 January 2024

(https://clan.akamai.steamstatic.com/images//33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png)

Hello everyone!

The year 2024 has officially started in Barotrauma development, and we’d like to kick it off with a brief development poll.


We’re planning a new, optional challenge mode for multiplayer campaigns where respawning is limited and character death is permanent, and we have a few competing designs for how we might implement this Permadeath mode.

If you are interested, read more about the Permadeath mode on our blog, and give your feedback via the poll attached to the blog! You will find directions to discussion threads, where you can share your thoughts in more detail, in the same blog post.

The next update, including the Permadeath mode, revisions to multiplayer respawning rules and additional difficulty settings, will be coming later in the spring. The update will also include various kinds of new content, which we will start sneak peeking at in the coming weeks and months. Stay tuned!

Title: Re: Barotrauma
Post by: Asid on March 01, 2024, 03:58:20 PM
Sneak peek: new poison enemy and medical system changes
Fri, 1 March 2024

(https://clan.akamai.steamstatic.com/images//33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png)

Hello everyone!

The next Barotrauma update is in the works, to be released in the late spring, and it will include some improvements to the medical system. This won’t be a complete overhaul, but we have reworked medical items to give each a clearer use case and stronger progression in the campaign, as well as added a few new afflictions to create additional late-game challenges.


Here are some highlights:
Opiates have been rebalanced to give each a clearer use case. They also cause addiction and overdose much more easily than before, making them high-risk, high-reward treatments.

Infected Wounds, a new dangerous affliction caused by Thresher attacks.

Antibiotic Glue now has multiple uses, so one tube can be used to treat multiple limbs. It can also treat Infected Wounds.

Deusizine has been buffed into a powerful end-game item, with added Stun reduction and Vigor.

Adrenaline gets a treatment use: it causes Adrenaline Rush, removing any active stun and keeping the patient conscious for a short duration.

Sufforin and Cyanide can be used to cure Husk Infection as a last resort. (Be ready to cure the resulting poisoning if you do this.)



The update also adds a new monster variant called the Viperling, a Spineling with venomous spikes which can cause Morbusine poisoning. The Viperling only spawns in later levels, where you should keep an eye out for green Spinelings and be ready to treat poisoned crewmates.

Read more about the medical system changes and the Viperling now on our blog, (https://barotraumagame.com/gameplay-features/sneak-peek-new-poison-enemy-and-medical-system-changes/) and stay tuned for more update sneak peeks in the weeks to come!