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Barotrauma

Hotfix v1.1.18.1 for Treacherous Tides



Hello everyone!

We've released a small fix for yesterday's update:

v1.1.18.1
- Fixed opening the "load game" menu crashing the game if you have any corrupted/unloadable saves in the save folder. In multiplayer, this would just prevent opening the campaign setup menu without any error messages.

Out now: Treacherous Tides Update



Hello everyone!

The Treacherous Tides update has just been released. Find the full list of changes at the end of this post and a more detailed description of the update in this post from last week.

Be sure to update your game to the latest version to be able to host and join servers. Dive in for a new and expanded traitor gameplay system, along with a long list of other additions and improvements!


v1.1.18.0

Traitor overhaul:
- Completely redesigned traitor system, which also now works in the campaign mode.
- The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily!
- A total of 27 completely new traitor events.
- Multi-traitor events and code words are back!
- Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average).
- Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode.
- If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached).
- Players who haven't been traitors before/recently have a higher chance of getting selected as traitors.
- In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience.
- The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty.
- Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat).

Stacking and storage changes:
- Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign.
- Oxygen and fuel tanks no longer stack in player inventories, but their capacity has been increased to compensate. A stack of oxygen tanks would last nearly 45 minutes (and that's not even accounting for high-quality tanks), which meant you could easily carry so much oxygen that running out is practically never a risk.
- Increased stack sizes of most items (such as materials, ammo, meds) to 32.
- Increased cabinet capacities.
- Storage containers can no longer be put in normal cabinet slots. The intention is to prevent being able to use storage containers as a way to significantly increase cabinet capacity (all the way up to 2880!). The larger stack sizes and increased cabinet capacities still allow storing a very large number of items, without having to resort to storage containers which make managing the items in the cabinet more inconvenient.
- Cabinets now have a handful of special "extra slots" specifically for storage containers. Storage containers have other uses besides just increasing storage capacity, and these extra slots are intended to keep them a viable option for those other uses.
- Added buttons for merging stacks and alphabetical sorting to all cabinets.
- Dropped stacks of items behave as one physical object and can be picked up by clicking once, instead of the stack becoming a bunch of individual items that need to be picked up one-by-one.
- Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks.

Talents:
- Fixed "By the Book" giving you the bonuses regardless if you complete a mission or not.
- Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often led to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead.
- Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe.
- Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it).

Misc changes and additions:
- Added Circuit Box, an item that allows creating circuits without having to fabricate and place each component individually on the sub's walls.
- Added lights that indicate the ammo status to turret loaders.
- Characters "grab" the device/item they're interacting with, making it easier to see e.g. whether a character is taking something from a cabinet or just standing next to it.
- Allowed any type of ammo box to be used in the turret ammo box recycling recipes.
- Improved explosion particle effects.
- Added a new abandoned outpost mission variant (relating to one of the shadier factions).
- Pets become unhappy faster. Previously the happiness decrease rate was so low the pets were more likely to starve to death than to become unhappy.
- Pets no longer regenerate health when they're well-fed. This was a leftover from the 1st implementation of the pets, and is no longer necessary, because they now regenerate health while eating.
- Repositioned item interfaces retain their positions between rounds.
- Killing/handcuffing the terrorists during escort missions is no longer required to complete the mission. Fixes other means of detaining them (such as brigging, stunning or paralyzing) not being considered valid before.
- It's now possible to access the gene splicer slot of dead/incapacitated characters.
- Increased fruits' impact tolerances to prevent them from breaking when falling.
- Tweaks to the sound effects when under high pressure.
- Underwater scooter's light turns on when aiming (not just when actually using the scooter).
- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables".
- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect.
- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something.
- Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed.
- The Output and FalseOutput of switches and periscopes are editable.
- Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down.
- Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire.
- Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons.

Balance:
- Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead.
- Revisited the contents, the difficulty, and the rewards of monster missions.
- Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions.
- Slightly increased character impact damage (i.e. damage taken when you fall or get thrown against something).
- Being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls).
- Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness. Afflictions that can't be treated with morphine + bandages should be more common, so here's some!
- Piezo crystals cause a bit of stun and burns on characters.
- Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked.
- Added 50% flow resistance to makeshift armor to make it more effective in indoors combat.
- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate for the failure effects.
- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack.
- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit.
- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power.
- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon.
- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface.

Optimization:
- Optimizations to situations when there's lots of NPCs nearby. Particularly noticeable in very crowded outposts.
- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it.
- Optimized flashlights and other directional lights.
- Loading optimizations (loading screens should now be noticeably quicker).
- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck.
- Miscellaneous smaller optimizations.

Submarines:
- Reworked Berilia.
- Reworked R-29.
- Linked fabricators to the cabinets next to them in all vanilla subs.
- Various fixes and improvements to Orca.
- Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall.
- Waypoint fixes to most player subs.
- Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one.
- Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one.

Multiplayer:
- The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%).
- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead.
- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn.
- Fixed icon in server details panel in the server list saying that every server is modded.
- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back.
- Fixed fabricator sometimes starting to fabricate an incorrect amount if you click the "start" button quickly after adjusting the amount.
- Fixed occasional "received invalid SetAttackTarget message" errors in multiplayer. Happened when some attack caused the target to be killed and despawned immediately (e.g. when a pet was instakilled by a monster).
- Fixed inability to attach items to walls outside the sub in MP.
- The outpost manager is always killable in the Tormsdale report event even if the killing outpost NPCs is disallowed on the server.
- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages).
- Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub.
- Fixed clients not seeing the votes of anyone who voted before them on the ready check.
- Fixed dropping off ladders when you open your own health interface in multiplayer.
- Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning.
- Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side).
- Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer.
- Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round.
- Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command.

AI:
- Fixed bots "cleaning up" (or stealing) batteries from portable pumps.
- Fixed bots never cleaning up detached wires.
- Fixed bots sometimes ignoring the leaks right next to doors/hatches.
- Fixed bots cleaning up items that are being eaten by a pet.
- Monsters not ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit.
- Autopilot now avoids the floating ice chunks using the same logic it uses to avoid ice spires.
- Defined AI combat priority for the alien pistol.
- Adjusted the combat priorities of flamer and steam prototype gun.
- Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown).
- Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo.
- Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed.
- Fixed bots still sometimes getting stuck on corners around staircases.
- Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins).
- Bots don't attempt to clean items in the main sub in outpost levels.
- Fixed bots sometimes just swimming around when they should be able to get back to the sub.
- Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing).
- Fixed "follow" order not always persisting between rounds.
- Bots don't try to use stabilozine to treat deliriumine poisoning. It only slows down the progress of the poisoning, which is kind of pointless in the case of the non-lethal deliriumine poisoning.

Alien ruins and artifacts:
- The ruins now start smaller and grow bigger gradually, depending on the difficulty level.
- Ruins start to appear a little later in the campaign (in the second biome).
- Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later.
- Adjusted the loot distribution in the ruins.
- Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered.
- Fixed guardian pod damage sounds sometimes being inaudible.
- Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered.
- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water.
- Thermal Artifact now emits steam in water that burns and damages walls.
- Nasonov Artifact now also disrupts the sonar. Added particle effects.
- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters.
- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with.
- Doubled the price of all artifacts.
- Fixed artifacts never spawning as random loot in ruins.

Fixes:
- Fixed 2nd end level being impossible to complete if you've already completed the campaign once, because the logbooks didn't respawn on the 2nd loop.
- Fixed inability to equip one-handed items when you're holding a one-handed container that item can go inside (e.g. trying to equip a revolver while holding a storage container would just put it in the container).
- Fixed an exploit that allowed giving your ID card access to places it shouldn't have access to (by placing it in the inventory of e.g. a bot captain and saving and reloading).
- Fixed mollusk and skitter genes giving much less vigor/hyperactivity than intended, making them practically useless.
- Fixed crashing if you change the language when there's scrolling texts (such as "your skills might be insufficient...") visible on the screen.
- Fixed an exploit that allowed using beds/chairs and crouching to trigger a sort of "noclip".
- Fixed particle "z-fighting" (particles flickering in front of each other). Was particularly noticeable with smoke particles.
- Fixed lighting and LOS behaving strangely on very long walls (not extruding far enough to cover the whole screen, allowing you to see through the wall).
- Fixed rifle reload sounds sometimes not playing if you fire in very rapid succession.
- Fixed files listed in file dialogs (such as when choosing a thumbnail for a mod) being in an inconsistent order on Linux.
- Fixed gaps generating strangely on "Shuttle Shell A Glass A".
- Fixed autoturrets being unable to fire inside hulls.
- Fixed “badvibrations3” event (last part of the event chain where you're assigned to salvage a psychosis artifact) never triggering.
- Fixed "sleight of hand" event not giving you the trinket if you choose the 1st dialog option.
- Fixed husk symbiosis getting removed from characters after finishing the campaign.
- Fixed heavy wrench not stunning unskilled users like it should.
- Fixed Jovian radiation no longer causing any noticeable radiation sickness, because it healed faster than the Jovian radiation causes it.
- Fixed chaingun's "winding up" sound not following the sub.
- Only allow putting syringes in autoinjectors (autoinjecting bandages doesn't make much sense, and doesn't work properly).
- Fixed submarines getting stopped by the collider of the acid mist emitted by acid grenades.
- Fixed connection panel layout not working properly on very large resolutions (pins being excessively large and/or going below the borders of the panel's frame).
- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer.
- Fixed occasional "no suitable return target found" console errors when leaving a location.
- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor's test mode.
- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid).
- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager.
- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet).
- Fixed text display's light turning off when copying one in the sub editor.
- Fixed 40mm grenades not exploding in nuclear shells.
- Fixed bringing the cursor over the inventory interrupting using tools and weapons.
- Minerals can't be grabbed before they've been detached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing).
- Fixed sonar not displaying markers for other subs in the sub editor test mode.
- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself.
- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself.
- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other.
- Fixed rope pull force originating from the item's origin instead of the barrel.
- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it.
- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls.
- Fixed monsters sometimes spawning within the player's sight in wrecks (or ruins).
- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory.
- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator.
- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one).
- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side.
- Fixed nuclear reactor's explosion effects sometimes not being visible client-side.
- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left.
- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor.
- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun.
- Fixed a rounding error making some hairs/attachments in mods impossible to select.
- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML.
- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage.
- Fixed ancient weapons not being able to cut minerals.
- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub".
- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor.
- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily".
- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke.
- Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character.
- Fixed characters letting go of the character they're dragging when moving out from or into a sub.
- Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal.
- Fixed diving masks reducing movement speed.
- Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should.
- Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu.
- Fixed monsters sometimes spawning inside the sub after you restore a beacon station.
- Fixed trying to return back from a "deadend location" with no outpost sometimes not working.
- Fixed fractal guardians damaging themselves with their steam cannons.
- Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage.
- Fixed auto-operated turrets being able to function without power.
- Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there.
- Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects.
- Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet.
- Fixed lights shining through items characters are holding.
- Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub.
- Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal.
- Fixed inability to damage doors with melee weapons from outside the sub.
- Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation).
- Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs.
- Fixed "show hidden afflictions" button not scaling correctly when switching the resolution.
- Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost.
- Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt).
- Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm).
- Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic.
- Fixed captains spawning without tobacco in the pipe (literally unplayable).

Coming next week: Treacherous Tides Update



Hello everyone!

The Treacherous Tides update will be releasing next week, so let’s take one last look at what you will find in it.

Overhauled traitor system
We wrote about the overhaul in more detail in our previous post. In a nutshell, look forward to playing with traitors even in the campaign game mode! Other notable changes include:

  • A new total of 27 traitor events, including multi-traitor events and event chains.
  • Many new traitor-specific items.
  • Traitor events will now use the scripted events system, making them more varied and easier to mod.

Storage and inventory changes
You can read more about these changes in this earlier post. Besides the previously mentioned, there will also be a new item called the backpack. It's a larger version of the toolbelt with a small movement penalty, available through the new assistant talent “Bag it up” and from vendors around the midpoint of a campaign.

And there’s more
The update also adds the usual list of bugfixes and other improvements, such as:

  • Circuit boxes, a new and tidier way to create complex wiring systems with components.
  • Improved alien ruins, adding a better sense of progression.
  • Enhanced alien artifact effects which make them riskier to transport and store.
  • Updated Berilia and R-29 submarines.
  • Animations for using devices on the sub. No more just standing there, menacingly.
  • Ammo indicator lights for turrets, making it easier to see when to reload.
  • Addressed the scarcity of lead, allowing fabrication of ammo with additional materials.
  • Skill loss on death can be adjusted or completely turned off in the server settings.
  • “Braindead” characters joining the server will immediately get control of their character back.
  • About 10 more pages of changelog, coming next week.

Read more about the upcoming update on our blog now and stay tuned for Treacherous Tides next week!

Sneak peek: Traitor system overhaul



Hello everyone!

We’ve already mentioned a few times that the next update will focus on overhauling the traitor mode of Barotrauma. Now it’s time to take a closer look.

With the traitor system overhaul, our goal has been to make traitor gameplay more engaging, offer more variety, and make it work with the campaign game mode. Traitors will be off in campaigns by default, but you can now invite treason to your travels in campaign mode as well.

We’ve added two new settings for traitor gameplay in the server settings:

  • Danger level: Controls the maximum danger level of the traitor events you may be assigned. You can use this setting either to limit how destructive traitors will be, or to add extra challenge.
  • Traitor probability: The host can now fine-tune how likely it is that a traitor will be on board, from 0% to 100%.

Successful traitors will receive XP and/or monetary rewards, and the possibility of continuing their traitorous acts with escalating danger. If the task fails or the crew correctly accuses the traitor, a new player will take their place for the next traitor mission.

Where the previous traitor system consisted of only 7 different events, after the update there will be a total of 27 events that traitors may be assigned. Some of these events will also require multiple traitors to accomplish. These multi-traitor events will require special codewords to identify co-conspirators, adding a modicum of teamwork to the misbehavior.

The new events bring with them new items as well, such as:

  • The radio jammer, for tasks requiring privacy and silence.
  • Deepdiver ducks, for when you absolutely need something to throw.
  • Different types of timed explosives, to promote a sense of urgency.
  • The husk caller, for, well, we think you can figure it out.

To learn more details about the update, check out our blog. Smooth sailing everyone, but do watch your back!

Update sneak peek and storage changes revisited



Hello everyone!

Now that we have been back from our holidays for a while, we thought it would be a good idea to revisit our plans for the upcoming storage changes. As we wrote in June, we wanted to get feedback on the proposed changes to the storage system – and that is definitely what we got, so thank you for all the comments! We have now had time to go through all the feedback and adjust our plans a bit.

Most importantly, the storage container item will not be removed. We read about the many inventive and novel ways in which this item is being used, beyond simply boosting raw storage space in cabinets. Such creative applications of game items are always interesting for us to see and we don’t want to discourage them, so even after the update, you will still be able to use storage containers to store personal collections, or carry loot from a wreck, for example.

We are, however, still going to restrict storage container placement inside cabinets. Let’s take a look at the currently planned storage changes in a nutshell:

  • Material stacks in cabinets will go from 8 to 32. This includes items such as: minerals, medical items, ammo, consumables and genetic materials.
  • Overall, cabinet storage slots have been increased by one full row.
  • All cabinets will receive extra slots, which can be used to house storage containers. The number of these slots depends on the size of the cabinet. Storage containers can only be placed in these slots, not in the other slots of a cabinet.
  • Cabinets will have two handy buttons, one for automatically merging incomplete stacks, and another to sort all the items alphabetically.
  • Oxygen, welding fuel and oxygenite tanks no longer stack in character inventories. They have increased duration to compensate, so you don’t need to swap them so often, and they stack normally inside cabinets.

In addition to the storage changes, the next update will also introduce new content and improvements. We’ll write more about those in the coming weeks; look forward to things like a fully overhauled traitor mode, with new missions and mechanics, as well as various quality-of-life changes, tweaks and touch-ups.

You can test the newest storage changes and most of the upcoming content in the Unstable version of the game now, and we will continue to monitor the feedback leading up to the update’s release later this autumn. For more sneak peeks at what’s to come, check out our blog!

Summer greetings and upcoming changes



Hello everyone!

Summer is here, and our team will be taking some time off. While we are away from our desks and slower to respond for a few weeks, you can already begin sneak peeking at the next update in the Unstable test version.

A notable change coming in the next update has to do with item stack sizes and storage containers. As you may know, storage containers can be placed inside cabinets to amass huge numbers of items on board a submarine. This results in a poor user experience, because it’s hard to find the items you need using this storage method. The large item counts also hurt game balance and performance.

This is why we are going to remove storage containers from the game, but to compensate for the loss, we’ll increase stack sizes for materials and meds stored inside cabinets. You can find more details about the upcoming storage changes on our blog.

We believe this change should make inventory management much better on the whole, and help with balance and performance issues at the same time, but we understand some of you may still view the storage cutback negatively. To make sure we hear from you and can still adjust these changes before their public release, you can now test them in the Unstable version and give us feedback over the summer!

Another part of the next update which is already available for testing is the first iteration of the new traitor mode. We’ll write more about the traitor system changes later in the summer, and the update is planned to be released in the autumn.

Stay tuned for more news later, and have a great summer!

Hotfix v1.0.21.0



Hello everyone!

We've just released a hotfix to address a few issues in last week's Summer Patch. See the list of changes below:

v1.0.21.0

Fixes:
- Fixed LOS effect sometimes "lagging behind" when the sub is moving fast.
- Fixed some minor visual issues (occasional jitter/flickering) on the LOS effect.
- Fixed some issues in the bot AI that we're causing a large performance hit particularly in situations when there's lots of bots in a sub with leaks.
- Fixed bots abandoning their orders (such as operating a turret) if the room is unsafe (e.g. flooded).
- Fixed an issue in character syncing that occasionally caused disconnects with the error message "Exception thrown while reading segment EntityPosition, tried to read too much data from segment".
- Fixed wires set to be hidden in-game (e.g. invisible circuits built outside the sub) being visible on the Electrician's Goggles.
- Fixed an issue with level resources that caused crashes with certain mods (e.g. ones that include subs with piezo crystals).
- Fixed NPCs waiting on some outpost modules never reaching their targets, causing peculiar behavior.
- Fixed waypoints sometimes not getting connected between outpost modules if there's a very short hallway between them. Addresses some cities missing connections between waypoints, causing AI to be unable to navigate through the modules.
- Fixed some UI layout issues (most noticeably, ultra-wide crew list) on certain resolutions like 3440x1440.
- Fixed campaign saves occasionally failing to load with the error "an item with the same key has already been added". Seemed to only occur when using certain mods.
- Fixed crashing when you e.g. use a pet from some mod in the campaign, disable the mod and reload the save.
- Waypoint adjustments to most submarines, outposts, wrecks, and beacons. Especially on ladders. Should take care of the remaining AI issues on ladders (the old subs in the saves don't get updated, but the fixes apply to new subs that you don't yet own. And ofc all the subs in a new game!)

Summer patch out now



Hello everyone!

Our second post-1.0 patch has just been released, with an improved line-of-sight effect, a new item called the electrician’s goggles to improve the wiring system, optimizations, and various fixes and improvements like…

  • Fixed anaparalyzant not reducing paralysis.
  • More fixes to bot AI and pathing.
  • Made clown and husk events and missions more common.
  • Added category buttons to the fabricator interface to make it easier to find items.
  • Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.

Read more about the changes in the patch in this earlier post, and see the full list of changes below.

v1.0.20.1

Optimization:
- Major optimizations to situations where there's lots of items in the submarine (especially water-reactant items and minerals).
- Significantly reduced loading times when loading subs with lots of items in cabinets.
- Partially multithreaded lighting: FindRaycastHits (the heaviest individual part of the lighting algorithm) is now handled in a separate thread.

Line of sight rework:
- Improved the LOS effect to get rid of weird, jagged geometry in spots with intersecting walls.
- Improved the wall damage effect to make leaks easier to see.
- Added a command called "debugdrawlos" which visualizes the LOS geometry, making it easier to adjust the walls if you want to tweak the LOS in the sub editor.
- Note that some submarines may require small manual adjustments to get the LOS to work perfectly with the new algorithm (especially if the sub includes “unnecessary” structures that were used to work around issues in the previous algorithm). You can also disable the “cast shadows” setting on a wall to make it see-through.

Changes:
- Added "electrician's goggles", an item that visualizes power and signals on wires. It also makes connections on the connection panel flash when they're sending/receiving something, and allows you to see what exactly is going through (amount of power, signal values) by hovering the cursor over the connection.
- Added "debugwiring" console command which enables the same visualization as the electrician's goggles.
- Oxygenite tanks can be recycled.
- Shutting down the reactor doesn't automatically turn off automatic control.
- Allow monsters to damage flares and glowsticks.
- Jacov Subra needs to be escorted to the next location after he's rescued (it was weird to have him just disappear after the mission).
- Taking items from trash cans is no longer considered stealing.
- Sulphurite shards explode when thrown (causes an acid cloud that inflicts mild burns).
- Adjusted music intensity ranges: now the "intensity tracks" kick in later (i.e. they require a higher-intensity situation) meaning the "actual songs" play a little more often.
- Upgrades that require materials can be purchased with materials from the sub instead of having to carry the materials on you.
- Made clown and husk events and missions more common.
- Added category buttons to the fabricator interface to make it easier to find items.
- Changed fabricator's "skills required" texts to make it clearer insufficient skills don't prevent you from fabricating the items.
- Hospital beds heal injuries faster than normal beds.

Fixes:
- Fixed "hash mismatch" errors when publishing an update to a mod after you've given it a different name in the Steam Workshop in the language your Steam UI is set to.
- Fixed publishing an update to a mod always overriding the English description, instead of the language your Steam UI is set to.
- Fixed nav terminal's sonar control panel disappearing when switching resolution or display mode if the terminal has a mineral scanner.
- Fixed secure steel cabinet in abandoned outposts being openable with a randomly selected bandit's ID card, not the bandit leader's card as intended.
- Workaround to Sootman potentially getting stuck in the jailbreak mission if it can't find a way to the sub (e.g. due to broken waypoints in a custom sub or outpost module): if he can't find a way to the sub in 2 minutes, he'll start following the player instead.
- Fixed some z-fighting issues in various outpost modules.
- Fixed flak cannon shells exploding in loaders if there's a monster near the loader.
- Fixed oxygenite tanks not being set to 0 condition when they explode in a welding tool or flamer.
- Fixed/changed welding a door shut not protecting the door from damage. Modding: Added a new tag "weldable" to define targets that can be welded.
- Fixed flamer damaging duct blocks, unlike intended.
- Fixed Harpoons only reeling in when facing the target.
- Fixed wires that aren't connected to anything not getting copied (with Ctrl+Z or by dragging and dropping with Ctrl) in the sub editor.
- Fixed Hognose event being possible to get multiple times, potentially allowing you to hire multiple Captain Hognoses.
- Fixed lights ignoring constant set_color signals after the color is changed manually.
- Fixed both biome gate locations sometimes belonging to the same faction (and in general, random locations getting changed into Coalition outposts across the map).
- Fixed server log stopping to update after there's 800 messages in it.
- Fixed missions that take place in a location further away on the map sometimes not unlocking when there was no suitable location available.
- Fixed 3rd part of the Honkmotherian Scriptures not being available anywhere.
- Fixed tutorials reappearing after finishing the campaign.
- Fixed progressive stun's visual effect and speed multiplier abruptly resetting when passing affliction strength 9.
- Fixed certain special symbols (the BlockElements unicode range) not showing up on text displays.
- Fixed characters with husk symbiosis transforming to an AI-controlled husk when the host dies.
- Fixed rewards not being shown in the round summary unless the mission was completed successfully (i.e. you couldn't see what the reward is when you start the mission).
- Fixed advanced gene splicer deconstruction output.
- Fixed weird behavior when selecting a periscope a bot is controlling (UI disappearing as if you were operating the turret).
- Fixed waypoint visibility checkbox not being selected when you generate waypoints in the sub editor, even though generating the waypoints toggles their visibility on.
- Fixed water moving erratically in rooms with lots of connected hulls (with weird spikes and water level jumping up and down).
- Fixes anaparalyzant not reducing paralysis.
- Fixed some Chinese characters not displaying correctly when the language is set to something else than Chinese.
- Adjusted fire particles to make them clip through walls less.
- Fixed characters not falling through holes appearing in the floor below them until they move.
- Fixed characters twisting to a weird pose if you grab them while they're lying in bed.
- Miscellaneous tutorial fixes: don't allow the player to access the areas of the other jobs in the roles tutorial, fixed getting stuck if you enter the rightmost room (where the role tutorials start) as an assistant, fixed bots sometimes wandering outside the initial room.
- Fixed a rare crash caused by a null reference exception in Rope.Update.
- Fixed characters being allowed to aim with weapons in single player when incapacitated/ragdolled. They couldn't actually move the aim position, but the crosshairs appeared and harpoon ropes could be kept from snapping, even though they're set to snap when not aiming.
- Fixes to some of the UI layout issues on ultrawide resolutions. The UI is still not optimal on ultrawide resolutions, but the most severe issues (such as the non-functional crew list) should be fixed now.
- Fixed negative treatment suitability definitions not working correctly, which has had some effect on the bots’ decisions and the suitable treatment listing on the health interface.
- Fixed the min and max strength thresholds of periodic effects not working. Of the vanilla afflictions, affects paralysis, sufforine poisoning, and morbusine poisoning, causing them to trigger stun effects earlier than intended.
- Fixed hanging end of the wire sometimes being "at the wrong end" of the wire after copying entities or saving/reloading.
- Added an option to disable the "remote content" (update notifications, changelogs) in the main menu by adding RemoteContentUrl="" to the player config file. We're suspecting the freezes some players are experiencing when they open the main menu are related to the content in the main menu being fetched from our server, and testing if disabling it makes the issue go away would give us more clues for diagnosing the issue.

Talents:
- Fixed "Medical Expertise" not increasing bandage effectiveness.
- Fixed "Mudraptor Wrestler" not affecting unarmored or veteran Mudraptors.
- Fixed monsters not properly ignoring characters with the "Non-Threatening" talent.
- Fixed Moloch, Black Moloch, Crawler Broodmother and Giant Spineling not having enough inventory space for extra loot given by "Bloody Business" and "Gene Harvester" talents.
- Fixed "Rifleman" talent damage bonus not applying to Assault Rifles.

Multiplayer fixes:
- Increased the default packet limits. It seems the previous defaults were so low it was possible to get kicked due to "sending too many network messages" in some situations even if you weren't actually trying to spam the server using a modified version of the game.
- Fixed rate limiter kicking in too eagerly when the server is configured to use a higher-than normal tickrate.
- Fixed an exploit that allowed getting new subs for free.
- Fixed submarine store displaying the client's subs instead of the server's.
- Fixed Hangul (Korean symbols) not being included in the default allowed client name characters.
- Fixed headset/radio channel resetting between multiplayer rounds.
- Fixed clients hearing radio static when someone talks in a different channel near them.
- Fixed tainted genetic materials in someone's inventory appearing to become untainted when a new round starts.
- Fixed local voice chat icon switching to radio icon (from yellow to gray) at the end of conversations when you release the push-to-talk key.
- Fixed server description getting cut off after 22 lines.
- Fixed changing the name of a dedicated server using the textbox in the server lobby not changing it in the server list.
- Fixed clients not getting positional info for remotely controlled turrets if the character controlling them is far away (> 250 m), meaning you wouldn't see a turret move if you're watching some e.g. operate a remotely controlled turret on a drone.
- Fixed mission minerals spawning with an incorrect rotation (always facing up) in multiplayer.
- Fixed inability to unlock some achievements (such as "Nuclear blast survivor") in multiplayer.
- Fixed cursor positions sometimes "desyncing" when the cursor is very far from the character (e.g. when operating a far-away drone).
- Fixed characters sometimes getting stuck on the wrong side of a door client-side, and not getting corrected until the client moves in the opposite direction or opens the door.

Bot and AI fixes:
- Improved how the bots navigate on ladders.
- Fixed bots sometimes not being able to release the ladders when there's two ladders close to each other.
- ClownDistrict_Colony_01: Fix a ladder waypoint not being linked to the ladder, causing bots to get stuck.
- Adjusted the waypoint generation logic on ladders. Fixes bots sometimes not being able to open the hatches, because they couldn't get close enough to the waypoints just below/above them.
- Improvements to medic bot AI: they should now be better at determining which injuries are minor enough to ignore, making them waste less medicine.
- Fixed outpost NPCs who should stay in a specific room (e.g. outpost manager) never returning to the room if they leave it e.g. due to a fire, flood or someone attacking them.
- Fixed bots picking up non-pickable items (items that have CanBePicked disabled in the Pickable component settings).
- Fixed bots saying "Cannot reach [name]!", when they can't reach a wait target.
- Fixed bots removing diving suits when they shouldn't, if they are ordered to wait using the contextual wait order. Should behave the same as when told to wait without using the contextual order.
- Fixed bots having issues with doors that are both broken and welded (which is another bug that shouldn’t happen anymore).
- Fixed NPCs running towards doors if they somehow get on another sub, because they didn't detect the access restrictions correctly.
- Set Remora's and Kastrull's drones, outpost jail rooms and (automatically generated) hulls in docking ports as AvoidStaying zones, which makes the bots to try not to idle there.
- Waypoint fixes to Typhon, R-29, and Camel.
- Fixed bots never leaving the drones (or other connected subs) and returning back to the main submarine in the idle state (i.e. without giving them an order or reacting to an emergency situation etc.)
- Addressed bots and NPCs sometimes twitching between two waypoints after reaching their target position.
- Fixed bots not always being able to open the doors in beacons or wrecks while attempting to return back to the main sub.
- Fixed the start and the end node of the vertical hallways in the outposts being incorrectly linked, causing some pathing issues for the bots.
- Fixed bots operating turrets shooting at handcuffed enemies.
- Fixed defense bots attacking husk containers.
- Fixed monsters never ignoring targets that they fail to damage. They should leave those be after a while (depending on the initial priority).
- Fixed pets becoming hostile to all humans (except the owner) when attacked by a hostile human (a bandit in an abandoned outpost for example).
- Potential fix for (hard to repro) issues where a bot runs towards a door without being able to open it, because they happen to skip the nodes past the door when it closes.
- Fixed NPCs and bots sometimes not being able to open the hatch, because they couldn't get close enough to skip the last node before the node connected to the hatch.
- Fixed incorrect linking of the start and the end waypoints in the vertical hallway modules. Caused the bots to open the hatches too early.

Modding:
- Fixed "hair with hat sprite" (the short hair the characters switch to when wearing a hat) being visible even if the whole head should be hidden by another wearable. Not noticeable in the vanilla game, but can affect some mods.
- Fixed crashing when trying to create a character that doesn't have any health parameters.
- Fixed submarine spawning docked to a random docking port of the outpost even if one of them is marked as a main docking port. Doesn't affect vanilla content, since there's only ever one docking port per outpost.
- Fixed round not ending when you dock with an outpost if the outpost module contains any linked subs (lifts, drones, etc).
- Fixed items with absurd amounts of health (more than 38 digits) causing the item to have infinite health, which would lead to various issues and crashes. Now an item's health can't be set above a million. If you want to have an item whose condition never goes down, use the property "Indestructible" instead.
- Autoinjecting can be enabled on specific subcontainers (as opposed to having to make the item autoinject anything inside it).
- Fixed bots being unable to use diving gear that goes in the InnerClothes slot. Doesn't affect any vanilla content, because all diving gear goes in the OuterClothes slot.
- Items' FireProof and WaterProof properties can be changed using status effects.
- Fixed monsters' SimplePhysicsEnabled staying enabled when a client takes control of it.

Preview: Summer patch



Hello everyone!

Our second post-1.0 patch is almost ready to be released, with various fixes and improvements as well as a few entirely new additions. Here are some highlights to look forward to:


  • Electrician’s goggles, a completely new item for the Engineer which will visualize power and signals moving through the wires of your submarine and let you see the power and signal values on the connection panel interface. This should make the wiring system more approachable to new players and give veterans extra information to create more complex systems.
  • The reworked line-of-sight effect gets rid of jagged edges and weird geometry while making the effect look smoother overall, especially near intersecting walls.
  • Optimizations to the performance of the game, most notably in submarines with a large amount of items. We have also improved loading times and made some of the lighting effects less performance-intensive.
  • Fixes to bugs such as anaparalyzant not reducing paralysis, further fixes to the bot AI and pathing, as well as all-round small tweaks and improvements, like new category buttons in the fabricator interface to make it easier to find items.

Stay tuned for the patch next week, and read more about the upcoming changes on our blog now!

Barotrauma Unstable



Did you know you can try out patches and updates in the making and give us feedback even before new versions are released? The experimental Barotrauma Unstable is available to everyone who owns Barotrauma on Steam and receives frequent updates as we work on new releases for the game. Find out more about the Unstable version in this forum post as well as in the #baro-unstable channel of our official Discord server.

Please note that our documentation and discussions about the experimental version are only available in English. Next week’s patch is already playable in the Unstable version now; welcome on board!

Hotfix v1.0.13.2



Hello everyone!

We have just released a hotfix to fix a couple of issues in yesterday's patch.
See the changes below.

v1.0.13.2

- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch.
- Fixed "the submarine contains entities with duplicate IDs" error message when loading a submarine that contains multiple shuttles/drones.