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Genre: Simulator, Strategy, Adventure, Indie

Barotrauma

Try Barotrauma for free!



Hello everyone!

To follow up on yesterday's Hoist the Sails update, we're having a play-for-free event – starting now and until Monday, you can dive right into Europa's dangers for free!

If you like what you see this weekend and would like to continue your submarine journey even after the event ends, you can get Barotrauma for 75% off during the free trial period. For the lore-hungry new players, don't forget to check out the stories inside the "Barotrauma Supporter Pack", which is also discounted for the duration of the free event.

We look forward to seeing new sailors in great numbers and wish you the best of luck. Welcome to Europa!

Hotfix v0.19.11.0 for Hoist the Sails

Hello everyone!

We've just released a fix to address problems spotted following yesterday's release: mod downloading issues and some old campaigns becoming blocked by crush depth due to the addition of submarine tiers. We're sorry for the trouble and hope these fixes let you carry on with your old saves as usual!


v0.19.11.0

- Fixed some old campaign saves being impossible to continue due to the new submarine upgrade restricions.
- Fixed "update all mods" button doing nothing in the Workshop menu.
- Fixed inability to create mod lists that include Workshop mods.

Hoist the Sails Update out now



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).

Submarines:
- Added a new intermediate transport sub, Camel.
- Added submarine tiers. Higher-tier submarines can be upgraded further than lower-tier submarines.
- Overhauled and balanced submarine upgrades.
- Added Large Weapon Hardpoints.
- Added Flak Cannon and Double Coilgun as new Large Weapons.
- Railgun is now considered a Large Weapon.
- Added an upgrade that adds a mineral scanner to nav terminals and sonar monitors.cannon
- Submarine class now affects which upgrades are available for the sub.
- Removed the Deep Diver class: the way we see it, Deep Divers didn't have a clear enough role in the game, especially considering that hull upgrades served pretty much the same purpose. In practice, the only clear benefit of a Deep Diver was being able to get through the very last levels of the campaign, and having to switch to one just for that purpose wasn't fun. Now any submarine with full hull upgrades can get all the way to the end of the campaign.
- Fixed messy wiring in Typhon 2's bottom left hardpoint.
- Winterhalter and Remora are now Scout class ships.
- Added some loose vents and panels to Herja, Winterhalter and Barsuk, fixed invisible "loose panel" (news stand) in Orca 2.
- Fixed floating light component in Orca 2.
- Medical fabricator now consumes 500 power on all submarines, to be consistent with other fabricators.
- Updated prices of all submarines to match tiers.
- Gave Typhon 2 better stats and even more firepower, to outclass the original Typhon.
- Improved R-29's speed and gave it a Flak Cannon.
- Added Large Weapon hardpoints to Berilia to make it a Tier 3 transport.
- Tweaked the hulls and waypoints around Herja's top docking hatch to make it easier for bots to reach and weld.
- Fixed a waypoint/hull issue in Typhon's stowage compartment (waypoint in such a tight space the bots couldn't reach it).

Balance:
- "Mission cheesing" by repeatedly undocking and redocking to an outpost to reroll the mission events no longer works: new mission events don't reappear until one "world step" has passed (~10 minutes or traversing through one level).
- Balance pass on handheld weapons: adjusted reload times, damages, stun durations, recoil and ammo stack sizes.
- Reduced tools' structure damage (dual-wielded storage containers no longer chew through submarine walls in seconds).
- Increased heavy ruin wall health to make it less easy to cheese your way into the artifact room in ruins.
- Made boomstick fire in bursts of 2 (similar to deadeye carbide) to prevent ridiculous fire rates with quick-reloading.
- Added EMP effect to nuclear depth charges for consistency.
- Pulse Laser and Railgun now have similar power consumption as other turrets.
- Changed how skill levels affect the quality of fabricated items. Previously having a skill level equal to or higher than the item's skill requirement would result in a good quality item, meaning that practically everyone could e.g. fabricate good quality oxygen tanks. Now your skill needs to be >20% from the minimum skill requirement towards 100 (e.g. if the item requires 20 skill to fabricate, 36 results in a higher quality item).
- Reduced PUCS's radiation resistance from 100% to 90%. Complete invulnerability to radiation has way too much potential for exploits and overpowered strategies.
- Adjusted supplies in pirate submarines.
- Turned some weapons' burn damage into explosion damage.
- Made the extra sales from "traveling tradesman" talent stack.
- Terminal ignores empty signals.
- Reduced commonness of molochs (as they can take a lot of time to kill, running into multiple of them can quickly become a chore)
- Removed steel requirement for depth charges. Fabricate decoy depth charges from depth charges, rather than from the base material.
- Reduced the Pulse Laser tri-laser bolt spread.
- Explosions are now calculated differently, using the number of limbs to divide the damage (up to a maximum of 15 limbs). Adjusted explosion damage values to match new calculations.
- Coilgun costs 5000 marks to install, Pulse Laser and Chaingun 6000. Large turrets each cost 7500 each.
- Made mudraptor eggs modestly profitable for farming (decreased cost from shop, increased deconstruction yields).
- Mineral yield and spawn rates rebalance: minerals found are now much more dependent on location (biome, cave, abyss).
- Balanced existing mineral missions: adjusted rewards & required minerals, and required some minerals to be handed over to the outposts as proof of their existence.
- Rebalanced Engine Force values to better match hull size. Most Scouts (Azimuth, Orca2, Remora, Winterhalter) are now faster. Humpback, Typhon and Orca are slightly slower.

Multiplayer:
- Fixed missions sometimes unlocking in incorrect locations in MP campaign, making them either unselectable or causing a "mission mismatch" error when the round starts.
- Fixed clients downloading submarines they already have from the server if the mods those submarines are in are not currently enabled.
- Significantly sped up file transfers (mods, submarine files, campaign saves).
- Clients who've recently joined (by default 2 minutes) are not allowed to vote to kick others, and vote kicking someone always requires at least 2 votes.
- Servers don't allow selecting hidden jobs (jobs only used by NPCs) as job preferences.
- The minimum kick vote counts are no longer rounded down. Previously if you had for example four players on the server and the minimum vote count set to 60%, kicking would require 2 votes, now it requires 3.
- Fixed inventory and wallet resetting if a campaign round ends when a client's character has spawned, but the client is not currently controlling it (e.g. due to getting kicked to the lobby).
- Fixed spectator checkbox overlapping with the character info if you get kicked to the lobby mid-round.
- Fixed "kick" button staying disabled indefinitely if you vote to kick someone and the vote doesn't go through.
- Fixed Steamworks publish tab showing the "free weekend" message when using Steam family sharing.
- Minor tweaks to the end of PvP missions to make them a little less underwhelming: instead of ending the round immediately when one team is dead (without even giving enough time to see the enemy die), there's a brief delay, a message box and a camera transition to let the players see what happened.
- Fixed PvP team assignment sometimes being wildly imbalanced, even when there were enough players with no preference to make the team sizes equal.
- Fixed clients getting stuck in the loading screen if they happen to disconnect at the right moment between rounds.
- Fixed bank balance not getting corrected if it's become desynced by e.g. client-side commands.
- Fixed server not registering a client's character as disconnected if the client disconnects and reconnects before the round has fully started, causing the client to get stuck as a spectator when they rejoin.
- Fixed clients disabling their client-side-only mods when they join a server.
- Fixed hull/item repairs purchased from an outpost sometimes not getting applied client-side.
- Fixed "missing entity" errors in a specific situation in multiplayer. Occurred when a respawn shuttle was enabled and loaded on the server (= i.e. in a non-outpost level), and a client disconnected and immediately reconnected. This would cause the client to deselect the respawn shuttle and make them start the round without loading one, leading to the "missing entity" issues due to the shuttle only existing server-side.
- Fixed damage visuals not showing on characters who've died off-screen.
- Fixed ability to upgrade the sub when there's a switch pending in multiplayer.
- Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list.
- Fixed spineling spikes fired by a human with spineling genes not damaging any human characters (enemies in PvP, pirates in pirate missions) when friendly fire is disabled.
- Fixed "invalid ExecuteAttack message: limb index out of bounds" errors when you join a server where a character has fired spineling spikes with spineling genes mid-round.
- Fixed "entity not found" errors if a shuttle or submarine ends up absurdly deep in multiplayer (>100 km). We don't even know how someone managed to pull this off.
- Fixed rapidly clicking on the mission giver sometimes not giving all the available missions when the "Use" input is set to LMB. Happened because the conversation logic didn't check if there's another conversation active, causing the server to show a new conversation when clicking the NPC, without interrupting/continuing the previous conversation.
- Made shockjock event only show for the player triggering the event (making it visible for everyone works kind of weirdly, when the event involves talking to an NPC next to the character who triggered the event).
- Fixed outpost events getting stuck at the last ConversationAction if another client has finished the action.

Optimization:
- Updated our runtime to .NET 6, which should yield significant performance improvements. Do note that this unfortunately means we'll have to drop support for macOS versions older than 10.15, but we have taken some measures to help the affected Mac players continue having access to Barotrauma.
- Optimized afflictions that apply other afflictions on the character (e.g. radiation sickness, drunkenness, opiate withdrawal).
- Optimizations to the talent system, particularly when the talent menu is open and when there's a large number of talents (e.g. when using mods that make all talents available to every class).
- Physics optimization: fixed submerged items' physics bodies staying active indefinitely even after they've come to rest due to buoyant forces being applied on them constantly. Now we stop updating bodies that have come to rest on the floor and aren't light enough to float.
- Optimized AI objectives that make bots fetch items (combat, contain item, decontain item, get item).

Submarine editor:
- Fixed door gaps not appearing in the sub editor until you select the door.
- Fixed sub editor background images not saving.
- Fixed turret lightsource rotation not refreshing in the sub editor when flipping the item.
- Fixed prefab placement breaking in the sub editor if LMB is held while moving the cursor outside of the selection panel.
- Fixed several instances of janky UI interactions in the submarine editor: dragging the selection rectangle now works even if the cursor reaches into the prefab list; letting go of a dragged entity works even if the cursor reaches into the prefab list; the dragged entity no longer goes invisible when reaching into the prefab list.
- Made PowerContainer recharge speed always default to 0.
- Fixed adding resizeable items (like ladders) not being registered in the sub editor's command history, preventing undoing it.
- Changed default reactor output from 10,000 kW to 5000 kW.
- Decreased Winterhalter reactor output and increased its fuel consumption rate.
- Fixed some gap issues in Winterhalter.
- Fixed medics not having access to the toxin cabinet in Barsuk.
- Fixed medic, engineer and mechanic spawnpoints having no tags in Typhon.
- Fixed crashing when trying to multi-edit a string value in the sub editor.
- Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the sub editor.
- Fixed screwdrivers and wires in your "inventory" being included in the total item count in the sub editor's wiring mode.
- Fixed entities that were below the cursor when starting to resize a structure staying highlighted during resizing.
- Fixed sub editor treating the autosave interval as minutes instead of seconds (saving every 300 minutes instead of 300 seconds).

Fixes:
- Fixed "power flowback" issue in turrets. As of the power rework, wires connected to the same input or output pin of a device are considered to be in the same grid, which in practice meant a turret could be connected to another supercapacitor through the power_in connection of another turret, even if there was no direct connection between the 1st turret and the supercapacitor. Now the turrets (and electrical discharge coils) need to be wired directly to the supercapacitor.
- Fixed brief freezes when monsters spawn mid-round.
- Fixed turrets linked to the same loader messing up the upgrade store UI and causing item swaps to cost more than they should.
- Fixed submarines always saving in the root folder of a local mod, instead of the subfolder they were originally in.
- Fixed Reaper's Tax not stacking.
- Fixes to ruin decals in a bunch of ruin modules.
- Fixed a waypoint issue in the Alien_Entrance3 ruin module.
- Removed oxygen tanks from DockingModule_01_Colony.
- Fixed duct block's misaligned broken sprite.
- Fixed status monitor calculating linked hulls' water amounts incorrectly (displaying the average of their water percentages, which isn't correct if the hulls aren't the same size).
- Fixed inactive components (components not currently sending any signal) not reactivating if their output is set to a non-empty value.
- Fixed missing gap in SecurityModule_02.
- Fixed lack of outpost events in difficulties past 80 (which no longer occur normally but still exist in old saves and mods).
- Fixed lithium and magnesium descriptions.
- Adjusted hulls in DockingModule_02_Colony to prevent bots from jumping off the ledge.
- Fixed motion sensors detecting pets as monsters (pets are now a separate target type).
- Fixed helmets not protecting against concussions.
- Fixed safety harness not protecting against lacerations.
- Fixed increasing an item's HealthMultiplier not increasing the current condition (so e.g. doubling the item's max health would cause it to have 50% condition).
- Fixed successive event dialogs in the same prompt scrolling the prompt back up and then down.
- Fixed missing "pirateclothes" inventory icon.
- Made bots better at figuring out which button controls a door when there's some complex circuit involved. Previously the bots would try to find a button connected to any of the door's connections via wires/circuits, now only the toggle and set_state inputs are considered.
- Bots now clearly prefer using buttons linked to the door in the sub editor. Can be used as another way to help bots figure out which button they should press in situations with multiple buttons and complex door control logic.
- Fixed bots failing to find a path to a couple of spots on Herja.
- Fixed alien materials (physicorium, incendium, fulgurium, dementonite, paralyxis) not being shown on the mineral scanner.
- Another fix to cave generation to prevent it from creating impassable paths.
- Fixed inability to use manual assignment for bot orders with options.
- Fixed all boolean components (And, Or, Xor) using the And Component's tooltip for the "timeframe" property.
- Fixed boolean operator component (And, Or, Xor) timeframes not working correctly in some situations (non-zero timeframe, empty false output). The component would deactivate as soon as it stops sending an output, which could prevent some inputs from timing out (meaning that the component could send a signal again as soon as it receives signal A, even if signal B hasn't been received within the timeframe).
- Fixed PUCS consuming the medical item inside it when a welding fuel or incendium tank is inserted.
- Fixed a level generation issue that sometimes made the level impassable if there happened to be a cave right above the outpost.
- Fixed holes on sloped walls being impossible to pass through when you're swimming straight down/up (or straight right/left depending on the wall): the walls are technically considered either horizontal or vertical (depending on the angle of the slope), and you would have to swim in a direction perpendicular to this "technical" direction of the wall.
- Fixed retrying the Hognose mission making a new Hognose join your crew every time.
- Fixed idling NPCs sometimes getting stuck on ladders.
- Fixed mirrored turrets being displayed backwards on the status monitor.
- Fixed character's hands getting "stuck" if you handcuff yourself while dragging someone.
- Fixed dragged character's arms not being pulled towards you, making it look like you're dragging them without touching if you run or walk away while dragging.
- Fixed dragged bots slowly moving constantly, preventing them from switching to the normal standing pose.
- Fixed bots having trouble fixing leaks in multi-hull rooms: they were required to be in the same hull as the leak, which prevented them from fixing leaks in e.g. R-29's bilge.
- Fixed combat missions not ending the round if both crews are dead.
- Fixed bots stating the name of the character they're firing at with turrets, making it seem like they know the name of every pirate they come across and magically recognize them through the walls of the enemy sub.
- Fixed Chaingun rotation speed not being affected by the weapons skill.
- Fixed crashing when using ':' in item assembly names on Linux platforms.
- Fixed ImmuneToPressure ability flag being ignored on characters who don't need air (in practice meaning that you can get killed by pressure if you get huskified even if you have a talent that makes you immune to pressure).
- Fixed geneticmaterialcrawler_unresearched3 producing mudraptor genes.
- Fixed linked subs still sometimes getting placed on the wrong side of the docking port when switching subs.
- Fixes to ruin door connections, wiring and connection panels.
- Fixed "insurance policy" giving the money to the dead character instead of the bank.
- Fixed damage to mirrored wall pieces resetting between rounds.
- Increased the minimum width of cave tunnels to prevent impassable paths.
- Fixed deconstructor input slots becoming unlocked when starting a new round while the deconstructor is running.
- Fixed Grenade Launcher quality doing basically nothing, because it increased the minuscule amount of blunt force trauma the grenade causes on impact instead of the explosion damage.
- Fixed vitality modifiers not being taken into account in the readings in the health interface. For example, gunshot wounds on the head cause a x2 larger vitality drop than on other limbs, but this wasn't displayed on the health interface.
- Fixed Planet Neon Sign sprite bleed.
- Fixed level resource spawn rate not properly respecting the resource spawn chance values of level generation parameters.
- Fixed some text overflows in the hiring menu when using a small HUD scale.
- Fixed name on an ID card resetting to the original name if you rename a character and then start a new round.
- Fixed handcuffs in the backmost hand being drawn in front of the character.
- Fixed water splashes appearing in an incorrect hull when a character's limb moves from a flooded hull to another hull, where the limb is no longer underwater.
- Fixed crashing when a signal causes a wired item to be dropped (e.g. when you attach a detonator to a destructible ice wall and blow it up).
- Oxygen generators and shelves don't fill up oxygen tanks when on fire. Caused repeated explosions when the tank constantly refilled and re-exploded.
- Fixed "gene harvester" and "deep sea slayer" working on all enemies, not just monsters.
- Fixed floating point inaccuracy sometimes preventing items from being used as fabrication ingredients (e.g. an oxygen generator may sometimes only fill tanks up to something like 99.9998%, which prevented it from being used in recipes that require a full tank).
- Fixed item picking timer (e.g. detaching an item from a wall) ticking down when the game is paused.
- Fixed outpost supply cabinets missing the oxygen tank spawns.
- Made the water current outside the levels start from the same point where monsters start heading towards the level, to make sure monsters can't escape too far from subs with a weak engine.
- Fixed hardened diving knife recipe.
- Fixed probability multiplier not being shown in wearable tooltip if the damage multiplier is 1.
- Yet another attempt to prevent beacon missions from failing for apparently no reason: sonar monitors won't get damaged by water after the beacon's been activated.
- Fixed text selection in a textbox stopping when the cursor goes outside the box.
- Fixed fire, breach and intruder report icons not being shown to anyone.
- Fixed missing/unwired lighting in ResearchModule_02_Colony.
- Remove particles when switching screens (otherwise e.g. particles from the previous round are still in the level if you happen to be looking at the right spot).
- Thalamus or ice walls can't be welded.
- Quick-reloading tries to reload the item whose contained items have the lowest condition. In other words, if you've equipped 2 weapons, quick-reloading reloads the one with the least ammo instead of the one that's the first in your inventory.
- Fixed erroneous dementonite and depleted fuel tool recipes.
- Fixed swapping a scaled turret/hardpoint causing the new one to be misplaced.
- Fixed inability to upgrade the sub or do maintenance if you buy and opt to switch to a new sub, and then go to the submarine switch terminal to cancel the switching.
- Fixed stolen items becoming non-stolen when deconstructed.
- Fixed ItemContainer UI popping up (with no visible inventory slot) when you pick one up, e.g. picking up a detonator from the floor.
- Fixed "[E] Rewire" hover text being shown on attachable items that haven't been attached to a wall (even though they can't be rewired until attached).
- Fixed trying to bind multiple console commands to the same key with the "bindkey" command crashing the game.
- Fixed high-quality revolvers having no difference to normal-quality ones. They should get a 10% damage boost per quality level but didn't, due to incorrectly configured quality stats.
- Fixed multiple monster missions sometimes spawning the monsters close to each other, causing them to attack each other.
- Fixed monsters sometimes using the wrong animation parameters while idling (or moving slowly).
- Fixed nuclear depth decoy using the same sprite as the normal depth decoy.
- Fixed fractal guardian VitalityMultipliers being configured incorrectly (using the "type" attribute but with affliction identifiers instead of types).
- Fixed incorrectly sized thalamus wall colliders, added background sprites to the walls.
- Fixed "tried to overwrite a submarine that's not in a local package" error when loading and trying to save a submarine autosave file.
- Fixed location portraits sometimes not showing up in the mission tab. Happened when we initialized the mission tab before the portrait had been loaded.
- Fixed Coilguns and Chainguns not always playing the firing sound when fired. Happened because their audio clips were so long (albeit mostly silent) that firing them continuously led to a ton of clips playing simultaneously, exhausting the available audio channels.
- Fixed monster missions' sonar marker being placed incorrectly if a monster ends up inside the sub, making it look as if the monster was far outside the level. This often made it look like the monster was moving away from the sub when trying to approach its position as it appeared on the sonar?
- Fixed bandolier (and other items that give bonuses when worn) giving bonuses when the item is held.
- Fixed mod texts being briefly misaligned when scrolling down the list of unpublished mods.
- Fixed light sprite rotation not getting refreshed when placing an attachable item on a wall when lighting has been disabled with console commands.
- Fixed supercapacitors showing 1% as the initial recharge rate because the recharge rate defaulted to 10.
- Fixed some ending options of the "good samaritan" outpost event not ending the event.
- Fixed random (non-mission) events disappearing from outposts when you save and quit.

Preview: Hoist the Sails Update



Hello everyone!

The Hoist the Sails update is almost here, with performance improvements, changes to submarines, an entirely new in-game tutorial, and more.

Performance update


We’re updating Barotrauma’s .NET runtime to a new version to improve overall performance, and we’ve also been working on a number of optimizations to address specific problem areas, such as large numbers of items, talents and physics.

Changes in the shipyard


The update comes with many changes to submarines and submarine upgrades:

  • A new early-game Transport submarine, the Camel.
  • Improved submarine upgrades.
  • The Deep Diver class is being removed, and Deep Divers become Scouts. Sub builders can choose a different class for their custom Deep Divers in the Submarine Editor.
  • A submarine tier system to designate how advanced a sub is. Tier is automatically assigned based on a submarine’s price, but it can be adjusted in the Sub Editor.
  • New and bigger guns!

Reworked tutorials


To help new players get on board more easily, we’ve reworked the in-game tutorials.

  • A separate basic tutorial to cover movement, inventory, and other fundamentals not related to jobs.
  • More nuanced role tutorials for each job to teach their purpose and responsibilities in more depth.
  • The new role tutorials can be done in any order, so you can focus on the ones you want to learn at any time.

What else is new?


There are also many smaller changes and improvements coming. You will be able to…

  • drag and reposition user interfaces for items in-game
  • use devices while sitting in a chair or climbing a ladder
  • go back to the legacy voice / radio chat keybinds if you so choose
  • see what materials an item deconstructs to before breaking it down.

We’ve also addressed lagging upon monsters spawning, which gave away the surprise, and made multiple networking improvements to help with multiplayer stability.

Read more about all of these and more on our blog and stay tuned for Hoist the Sails coming soon!

Sneak peek: Changes in the shipyard



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!

Performance update, GeForce NOW and important information for MacOS players



Hello everyone!

The next Barotrauma update is coming in early October, and among other things, it will include a big change under the hood: we’re updating our .NET runtime to a new version, and this should yield significant performance gains. Combined with the ongoing optimization work, the .NET runtime update will help to make the game run considerably more smoothly for most players.

GeForce NOW


Another exciting change is bringing Barotrauma to Nvidia’s cloud gaming platform GeForce NOW. While this will have no impact on those who can run Barotrauma on their systems currently, it will open possibilities for players on officially unsupported systems to get into playing. We’ve received a number of requests about this over the years and are happy to be making it happen now – you’ll find Barotrauma on GFN in the coming weeks.

To MacOS players


Unfortunately the mentioned runtime update comes with a downside for players on older Mac systems: because the .NET 6 runtime does not support MacOS older than 10.15, Barotrauma will not be able to support versions 10.13 and 10.14 either, and we need to raise our official minimum technical requirements to match.

We’re very sorry to be cutting support for systems we have previously supported, but this change is inevitable: as the runtime is a core technology that the game relies on, and it has already dropped support for these systems on its end, we will have to follow suit sooner or later. We’ve decided to go through with the runtime update now, while still in early access, rather than later when it might affect a larger number of players.

Compatibility branch

To help the affected Mac players continue having access to Barotrauma, we’re creating a compatibility branch which allows MacOS 10.13 and 10.14 users to keep playing the current version of the game. To our knowledge, 10.14 users should also be able to update their systems to stay compatible.

Additionally, the GeForce NOW access should help bridge the gap for players on the affected operating systems, and we hope these measures put together will take the worst of the edge off. MacOS 10.15 or newer, or other operating systems, should not experience any difficulties with the new runtime.


We’ll be back with more news about the update over the coming weeks. Stay tuned, and let us know in the comments if you have any questions!

Fix for MacOS v0.18.15.2

Hello MacOS players!

We've released a fix to address issues you've been having since the previous hotfix.


v0.18.15.2 (MacOS only)

- Fixed crashes on MacOS 10.13 and 10.14. This seems to have happened because Microsoft quietly dropped support for these versions in .NET Core in late 2021, and we didn't realize until this hotfix when we deployed with a sufficiently new version of the technology.
- Fixed inability to use the voice chat on some MacOS versions, due to the game not having permissions to access the microphone as a result of the aforementioned .NET Core upgrade.

Hotfix v0.18.15.1

Hello everyone!

We've just released a small hotfix to address a couple of issues that were discovered while we were away on our summer holidays. Stay tuned for continued content updates a little later and see the changelog for today's fixes below!


v0.18.15.1

- Fixed frequent crashing in the submarine editor. The crashes were caused by modifying multiple entities at the same time, such as by selecting an entity of the same type as the last entity that was edited.
- Fixed dragged objects becoming invisible if you bring the cursor over a UI element in the submarine editor.
- Fixed a bug that sometimes caused radio voice chat to be muffled.

Fix patch for the anniversary update



Hello everyone!

We've just released a bugfix patch to address issues in the latest update. Take a look below to see the full list of changes, and be sure to update your game to the latest version now.

Most of our team are on holidays until the end of July, but we will get back to reading the forums in earnest in August. Until then, we wish everyone a great summer!


v0.18.15.0

Changes:
- Show a warning when trying to switch to a submarine that's low on fuel or to a submarine that has no manually placed items to prevent softlocking the campaign if you switch to a sub that has no fuel. Whether a submarine is considered to have manually placed items can be set when saving it in the submarine editor (the checkbox "manually outfitted" in the saving dialog).
- Also show the low fuel warning when leaving an outpost without enough fuel.
- Handheld sonars can't detect minerals from inside the sub.
- Changed the plus and minus button in the campaign settings into arrows. The button on the right increases difficulty, which in the case of the starting balance and supplies means reducing them, making the plus and minus buttons misleading.
- Reduced costs of handheld weapon ammunition significantly.
- Slightly reduced effectiveness of harpoons and revolver round to compensate for the cheaper ammo.
- Changed recipes for Handcannon, Assault Rifle and Auto-Shotgun. Weapon crafting is more expensive, to compensate for cheaper ammo.
- Adjusted numerous other recipes and price costs of materials. Previously little used materials (like tin) are now used more.
- Partially reintroduced the "toggle inventory" keybind, now called "toggle entity list". Even though toggling the in-game inventory is no longer possible, the keybind can be used to change the hotkey for toggling the sub editor's entity list.

Fixes:
- Fixed shuttles getting misplaced when switching and transferring items to a new sub with shuttles.
- Fixed inability to damage items (such as monster eggs) with melee weapons or handheld weapons.
- Fixed "failed to parse the string 'COLOR.GUI.GREEN' to Color" errors when using the submarine upgrade interface in Spanish.
- Fixed items with a projectile component (e.g. bullets, harpoons, syringes) going through external walls when dropped.
- Fixed incorrect value in the "too many lights" error message in the sub editor.
- Fixed lightcomponent not getting refreshed when flipping a lightcomponent horizontally.
- Fixed extra cargo defined in the server settings spawning every round in multiplayer campaign.
- Fixes wreck corpses' damage visuals (bloodstains, burns) not showing client-side.
- Fixed wearables that are worn (or held) in multiple limbs applying skill bonuses multiple times (e.g. when holding a bandolier with both hands).
- Fixed console error when deselecting all target types from a motion sensor in the sub editor.
- Fixed crashing when multi-editing motion sensor targets in the sub editor.
- Fixed one of the path unlock event texts still using the old price (talking about 12,000 mk even though the price is 4,000 mk).
- Fixed money getting incorrectly deducted on the client side when buying items from the vending machine.
- Fixed item transfer taking items from non-interactable containers.
- Made depleted fuel sprite darker to match the rest of the "depleted" items.
- Fixed PUCS's autoinjection feature sometimes causing performance drops in multiplayer.
- Fixed "tried to overwrite a submarine that's not in a local package" error when you delete a sub that's in a local package and try to resave it.
- Fixed misaligned broken duffelbag sprite.
- Fixed full-white x-ray monitors.
- Fixed FPS drop when adjusting character appearance in the campaign setup menu or server lobby.
- Fixed tunnels at the beginning or end of the level sometimes being too narrow to pass through (especially with a small sub) when there's no outpost at that side of the level.
- Fixed missing background sprite in duct block.
- Fixed water particles not showing up when water is flowing down a duct block.
- Fixed changing the scale of resizeable structures (such as background doors) messing up the outline of linked subs in the sub editor.
- Fixed non-player-team interactable items getting transferred on sub switch.
- Fixed ballast flora root emitting particles when damaged client-side, even if it's already been destroyed.
- Fixed recycle recipes for Piercing Ammunition Box and Pulse Tri-Laser Fuel Box.
- Fixed friendly fire and karma always showing up as disabled on dedicated servers in the server list.
- Fixed some lights (e.g. vending machines, neon lights, holographics displays) looking different in the sub editor than they do in-game.
- Fixed undocked shuttles remaining undocked if you save and start a new game with the same submarine during the same session. Restarting the game fixed the issue though.
- Fixed sonar markers going crazy if the start and end locations have the same name + added some more variety to location names to prevent duplicate location names.
- Fixed multiediting an ItemComponent modifying all the components of that type in all the selected items (e.g. when editing the 1st light component of a switch, all lights in all switches would be edited).
- Fixed melee weapons not damaging structures from outside.

Modding:
- Fixed removing a door mid-round crashing the game. Does not affect the vanilla game, because doors are never removed mid-round.
- Fixed having a vending machine in your inventory crashing the game due to the 0-capacity input inventory of the machine.

Barotrauma’s 3rd Steam anniversary update



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 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.