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Barotrauma

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Barotrauma is a 2D co-op submarine simulator – in space, with survival horror and RPG elements.

Latest · by FakeFishWebsite

Changelog

Hotfix for Summer Update v1.13.4.0

Changed
  • Azimuth's lighting adjustments
  • Azimuth's stealth mode circuit to make piloting smoother
Fixed
  • Missing gap in the reworked Typhon submarine
  • Crossplay incompatibility caused by reworked submarines
  • Minor visual issues with Orca 2
  • Style attribute in item GuiFrame XML being case-sensitive
  • Battery cells not being visible when charged in a battery or shuttle battery
  • Bots failing to fire Herja's railgun

Hello everyone!

We've just released a hotfix to address the crossplay issues in the Summer Update. This was caused by an incompatibility in one of the reworked submarines, so the hotfix fixes that as well as other minor issues we have noted since the update.

Following this hotfix, we will start shifting towards our summer holidays. As usual, we will be mostly away from our desks during July, and back in business in August. We wish everyone smooth sailing and a beautiful summer!

v1.13.4.0

  • Fixed a missing gap in the reworked Typhon + other minor fixes.
  • Minor visual fixes to Orca 2.
  • Adjustments to Azimuth's lighting.
  • Tweaked Azimuth's stealth mode circuit to make piloting smoother.
  • Fixed "style" attribute in item GuiFrame XML being case-sensitive.
  • Fixed battery cells not being visible when charged in a battery or shuttle battery.
  • Fixed bots failing to fire Herja's railgun.

Summer Update 2026 out now

Added
  • Add an option to back up custom submarines in the Steam Cloud, enabled per-submarine using a checkbox in the sub editor's save dialog
  • Add quality parameter to the give/spawnitem console commands to spawn items with non-default quality
  • Add parameter to the teleportsub console command for choosing which submarine to teleport
  • Add parameter to the spawncharacter console command for renaming the spawned character
Changed
  • Update the showseed console command to display the map seed when used in campaign mode
  • Rework Humpback, Orca 2, Azimuth, Typhon, and Herja submarines with visual and gameplay improvements
  • Relocate the command room of the Orca 2 to the center of the submarine
  • Add valves and pipe weakpoints to Typhon
  • Upgrade Herja with a power distributor to befit its high-tech theme
Fixed
  • Fix monster attacks that run over time causing excessive network usage in multiplayer
  • Fix an exploit that allowed modified clients to cause other clients to get out of sync and disconnect
  • Fix inability to drag and drop stacks of items to other players in multiplayer
  • Fix submarine voting not working in campaign mode
  • Fix security and other characters not reacting to attacking stunned or incapacitated characters
  • Fix the item pickup sound playing multiple times when picking up stacks of items
  • Fix the item dropping sound playing twice when dropping an item
  • Fix inability to fabricate certain items with specific combinations of materials where the fabricator would take the first available items without considering other strict requirements
  • Fix oxygen generators causing explosion loops where tanks keep exploding and getting refilled
  • Fix the Inspirational Leader talent not giving bonus XP as described
  • Fix characters being able to drop off platforms while using a periscope

Hello everyone!

This year’s Summer Update has just been released, with five reworked vanilla submarines and several fixes, improvements and quality-of-life additions. Find the full list of changes at the end of this post and dive in!

v1.13.3.1

Submarine reworks:

  • Humpback, Orca 2, Azimuth, Typhon, and Herja have received their visual and gameplay reworks.
  • The command room of the Orca 2 is now located at the center of the submarine.
  • Typhon now comes with valves and pipe weakpoints.
  • Herja has been upgraded with a power distributor, befitting its high-tech theme.

Changes and additions:

  • Added an option to back up your custom submarines in the Steam Cloud. Can be enabled per-submarine using a checkbox in the sub editor's save dialog.
  • Added quality parameter to the give/spawnitem console commands. Allows spawning in items with non-default quality.
  • The teleportsub console command has a parameter for choosing which submarine to teleport.
  • The spawncharacter console command has a parameter for renaming the spawned character.
  • The showseed console command displays the map seed too if used in campaign mode.

Multiplayer:

  • Fixed monster attacks that run over time (e.g. when fractal guardians fire the steam cannon) causing an excessive amount of network usage in multiplayer.
  • Fixed an exploit that allowed modified clients to cause other clients to eventually get out of sync and disconnect.
  • Fixed inability to drag and drop stacks of items to other players in multiplayer.
  • Fixed submarine voting not working in campaign mode.

Miscellaneous fixes:

  • Fixed security (or anyone else) not reacting to attacking stunned/incapacitated characters.
  • Fixed the item pickup sound playing multiple times, for every item in a stack you're picking up.
  • Fixed the item dropping sound playing twice when dropping an item.
  • Fixed being unable to fabricate certain items with specific combinations of materials. Happened in some cases where the recipe accepted multiple different materials as ingredients: the fabricator would got through the requirements in order, and always take the first available items without considering that the item could've been necessary for another, more strict requirement.
  • Followup to the "infinite explosion" fix in Summer Update 2025: the previous fix only applied to oxygen tank shelves, but it turned out oxygen generators could also cause the same kind of "explosion loop" where tanks keep exploding and getting refilled by the oxygen generator.
  • Fixed "inspirational leader" talent not giving bonus XP like the description says it should.
  • Fixed characters being able to drop off platforms while using a periscope (inconsistent with other movement inputs being disabled while on a periscope).
  • Fixed bots being unable to extinguish fires in connected subs (e.g. in Remora's drone).
  • Fixed parts of the CPR button not being clickable on the health HUD on certain resolutions (was getting blocked by the limb indicators).
  • Fixed nuclear shells fabricated with the cheaper recipe variant not giving the "I am become death" achievement.
  • Fixed gravity spheres (or more generally, any items with a triggercomponent) taking damage when you cut their trigger area with a plasma cutter, rather than the actual collider of the item.
  • Fixed equip buttons being clickable despite the slot being hidden. Meant that when you had equipped an item in your hand, you could click an invisible button at the left side of the inventory where the hand slots would appear.
  • Fixed turrets not showing the ammo on the HUD if the ammo is inside the turret itself, rather than a linked loader.
  • If one of the unique hireable characters (e.g. Ignatius May, Aunt Doris) dies in the outpost before you hire them, they can no longer appear elsewhere or be hired.
  • Fixed cargo scooter lights working, but not draining the battery, when the battery is in another slot than the battery slot.
  • Fixed custom interaction messages set on items in the sub editor no longer appearing in-game.
  • Allow combining defense bot ammo boxes the same way as other ammo boxes and magazines (merging their ammo together).
  • Fixed the character deconstruction bag staying in the deconstructor if you do a level transition while a character is inside the deconstructor.
  • Fixed items duplicating if a character gets deconstructed without dying first (possible e.g. by taking advantage of the Miracle Worker talent).
  • Fixed crafting blueprint tooltips not showing whether the recipe has been unlocked or not.
  • Fixed valves potentially getting stuck in a non-interactable state if the round ends immediately after one's been toggled.

Modding:

  • Fixed "LockedTalents" PermanentStat locking the talent for everyone (not used in any vanilla talent).
  • Clients are allowed to use colored text in their chat messages when they have the "chat spam immunity" permission. Colored text was disabled in client-sent chat messages in the previous update due to some ways in which it can be abused, but turns out there were some users relying on this functionality.
  • Fixed OnDeconstructed status effect triggering when the item is not deconstructed in some cases (e.g. researching unidentified genetic material without stabilozine).
  • Fixed the special locations at the end of the campaign map generating incorrectly on very short maps.
  • Fixed status effects using OffsetCopiesEntityTransform not taking physics body rotation into account.
  • Fixed TagAction's Team setting being ignored when tagging characters in certain ways (e.g. traitors, non-traitors, bots, human prefab tags).

Hotfix v1.12.7.0 for the Spring Update

Added
  • Add a button for settings mic permissions to the audio settings on Mac
Changed
  • Reduce how much the new weak points in vanilla subs push bots around to make them more capable of fixing broken weak points
Fixed
  • Fix selecting any item that forces the character to some pose (chairs, periscopes) getting logged in the server console
  • Fix some of the Workshop tags you can choose in-game not working on Steam's side
  • Fix contained items being misaligned on attachable items in mods that make diving suit cabinets attachable
  • Fix monsters spawned by an event inside an outpost being unable to attack any items inside that outpost

Hello everyone!

We have just released a hotfix to address issues found since the release of the Spring Update. Please be sure to update your game to the latest version, and see the list of changes below.

v1.12.7.0

  • Reduced how much the new weak points in vanilla subs push bots around to make them more capable of fixing broken weak points.

  • Fixed selecting any item that forces the character to some pose (chairs, periscopes) getting logged in the server console.

  • Mac only: added a button for settings mic permissions to the audio settings. It seems that on Mac, the game updates may cause the OS to revoke the permissions.

  • Fixed some of the Workshop tags you can choose in-game not working on Steam's side.

Modding:

  • Fixed contained items being misaligned on attachable items (e.g. in mods that make diving suit cabinets attachable).

  • Fixed monsters spawned by an event inside an outpost being unable to attack any items inside that outpost. To our knowledge, didn't affect vanilla events, but caused issues in certain mods.

Spring Update 2026 Out Now

Hello everyone!

The Spring Update has just been released, with reworked Tier 1 submarines, monster and character deconstructing, new item assemblies, plus a large collection of QOL changes and bugfixes. See last week’s preview post for a more detailed introduction and find the full list of changes at the end of this post.

Be sure to update your game to the latest version to be able to host and join multiplayer servers, and may spring shine a new light into Europa’s depths!

v1.12.6.2

Submarine reworks:

  • Tier 1 submarines (Barsuk, Dugong, Orca and Camel) have all received a visual polish as well as gameplay polishing.
  • Camel and Orca now uses the pipe weakpoints and valves system.
  • Various improvements and additions to the vanilla item assemblies.

Balance:

  • Increase health of flare, alienflare and glowstick. Now doesn't get destroyed as quickly by monsters, allowing it be a more useful distraction again. Glowsticks don't aggro monsters from as far as flares.
  • Sonar Beacon's sound range is reduced, and when dropped can now be destroyed by monsters (to avoid making flares redundant due to being a better and invulnerable version of monster distraction).

Changes:

  • Characters can now be "deconstructed" by dragging them into a deconstructor, producing small amounts of raw materials. Also a handy way to get rid of monster corpses on the submarine, and perhaps problematic crew mates as well.
  • Stationary batteries can charge the battery cells inside them even when the output is disabled.
  • A handful of missions in which you can earn a reward for getting through the level fast enough (which also serve as an example of the new custom mission functionality, see the Modding section for more information).
  • Minor lighting optimizations.

Multiplayer:

  • Reduced the default respawn interval from 300 seconds to 30.
  • Fixed an issue that sometimes caused the list of hidden subs to get out of sync in multiplayer, preventing some subs from being purchased.
  • Fixed pickup sound not playing when picking up an item in multiplayer.
  • Fixed karma system considering bandages and other medical items "dangerous" and giving a penalty for taking them from other players.
  • Characters no longer drop items when the player disconnects (meaning you won't lose the items you were holding).

Fixes:

  • Another attempt to fix reported freezes at 80% in the loading screen, which seems to have been caused by Steam's servers or our master server refusing connection attempts from certain kinds of IPs, causing the game to hang waiting for the connection.
  • Fixed conversation/event prompts sometimes getting stuck when you went rapidly pressing E. In particular, this happened with events that allow you to retrigger the same event by interacting with the NPC again.
  • Fixed certain monsters (e.g. mudraptors) having trouble dropping through hatches inside the sub.
  • Fixed monsters often failing to follow targets from sub to another (e.g. from Remora's drone to the main sub).
  • Fixes to pathfinding bugs that sometimes caused bots to get stuck on stairs.
  • Fixed closing the health interface while your cursor is on another character opening that character's health interface.
  • Fixed an AI bug that often prevented outpost NPCs from putting out fires.
  • Fixed projectiles that fire more than one raycast per shot (e.g. shotgun shells) only registering one hit if you're firing from inside to outside.
  • Fixed implacable sometimes not triggering in time, causing a 5-second stun when vitality dropped below zero.
  • Fixed radio jammer not having the traitormissionitem tag (unlike every other traitor mission item).
  • Fixed ruin scan missions sometimes failing to choose all 3 positions to scan, making the mission impossible to complete. Happened with very small ruins in particular.
  • Fixed Engineering_G4 module sometimes spawning with a ladder leading nowhere.
  • Hide items inside non-interactable containers (e.g. decorative items not accessible to the player) showing up on the item finder.
  • The achievement for killing a monster is also awarded if the monster is killed by an bot in single player.
  • Fixed some items sometimes teleporting to the origin when saving and loading in the submarine editor.
  • Fixed a broken waypoint near Berilia's engine which made bots sometimes get stuck there.
  • Fixed shuttles/drones/elevators or other parts of a wreck getting crush depth damage in deep levels.
  • Characters that respawn in a flooded hull (in either a submarine or an outpost) now spawn with diving gear.
  • Fixed fabrication tooltip being unclear (previously showed "requires recipe to fabricate" in red even when the recipe is already learnt, now shows in green that is has been learned)
  • Fixed characters sometimes not taking fall damage if they fall on a mirrored structure.
  • Fixed portable pumps getting damaged by explosions, despite not being repairable.
  • Fixed pet raptors getting assigned an incorrect team if they hatch in a hostile outpost.
  • Fixed Linux systems failing to load content packages whose filelist.xml files aren't all lower-case.
  • Fixed NPCs ignoring infected humans attacking them.
  • Fixed mirrored items becoming unmirrored when swapped by perk points (e.g. a mirrored periscope base becoming an unmirrored periscope when purchasing a turret with a perk point).
  • Fixed inability to rename already-hired bots if you no longer have the required reputation to hire the bot.
  • Fixed WeaponDamageModifier (a multiplier in RangedWeapon which seems to be used for buffing the damage of variants of a weapon) not affecting explosion damage. Means that e.g. Harpoon-Coil Rifle or Autoshotgun's modifiers don't actually do much when using explosive ammo.
  • Fixed creatures not being able to "properly leave a sub" if any of their severed limbs are still inside the sub. In practice, they'd still be considered to be inside the sub, and they would not collide with anything outside it.
  • Fixed toggling layer visibility selecting that layer in the sub editor.
  • Fixed pasting entities unhiding all of the layers in the sub editor.
  • Fixed condition_out connections not taking into account the multipliers applied by the Tinkerer talent.
  • Fixed bots still refusing to deconstruct items that yield nothing, even though you could order them to deconstruct those.

Modding:

  • Support for custom event-based missions. The mission simply triggers a specific event, and that event can control the success/failure of the mission using MissionStateAction. See the "TimeTrial" missions in Missions.xml for an usage example.
  • Character, level and particle editors show fields set to the default values as gray. Makes it easier to tell which fields have been modified or are relevant for that specific character/level/particle.
  • It's possible to add empty RequiredItem elements to item components to make them not have any requirements by default, but allowing them to be added in the submarine editor.
  • Fixed limb's randomcolor attribute not working as expected: every character of the same type would get the same randomly chosen color, instead of a different color being chosen for each character.
  • Added ForceSayAction which can be used by scripted events to make characters speak in the chat. ConversationAction can also now be used to display text in the chat in addition to the conversation prompt.
  • CheckConditionalAction now fails instead of succeeding if it can't find the specified target. There's also a property called FailIfTargetNotFound to make it succeed instead.
  • CountTargetsAction now fails instead of succeeding if it's trying to compare against the amount of some other target (e.g. "number of flooded hulls" is at least 30% of the "number of all hulls") and none of that other target can't be found.
  • Fixed light offsets not being handled correctly on flipped items (did not affect any vanilla items).
  • Adds a new status effect property called OffsetCopiesEntityTransform that can be used by status effects to configure the offset so it copies the current entity rotation/flipping/scaling.
  • Fixed TargetSlot in RequiredItem not working properly on items that have multiple ItemContainers/inventories (only the first one was checked).
  • Fixed melee weapons sometimes hitting characters whose limbs have been set to ignore collisions. More specifically, the weapon would still hit the character's "main collider".
  • If a beacon station has a sonar transducer connected to the sonar monitor, and the monitor is set to use transducers, the transducer must be powered for the beacon mission to complete.
  • Fix ContainedSpriteDepth being tied to the item's index in the container instead of the slot index.
  • Fixed OnInserted StatusEffects triggering when you try to swap an item inside some other item but the swap fails.

Hotfix v1.11.5.0 and new music tracks

Hello everyone!

We have just released a hotfix to address issues in the Winter Update to make your sailing smoother over the holidays. See the list of changes below and be sure to update your game to the latest version.

With the Winter Update last week we also added a few new remixes to the Supporter Pack soundtrack and to streaming services. Check out "Zack The Rabid Ripper Remix", "Alien Syndicate Remix", "Seafloor Cries Sub-Night Remix" and "Accordion Some-Kind-Of-Irish Remix".

Happy holidays, everyone!

v1.11.5.0

  • Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
  • Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
  • Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
  • Fixed relay connections being in an incorrect order in circuit boxes.
  • Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.

Winter Update 2025 out now

Hello everyone!

The Winter Update 2025 has just been released, with a new submarine “Wallaby", and a long list of fixes and improvements. Be sure to update your game to the latest version to be able to host and join servers, and see the full list of changes below.

v1.11.4.1

Changes and additions:

  • Wallaby, a new tier 2 Attack class submarine. Boasts an unexpectedly high amount of firepower for its size, while also providing a full set of fabrication facilities, but also includes weak points in the pipe system which can cause water hazards inside the sub.

  • Added valves and weakpoints. Weakpoints are pipes that can break, causing a water hazard (which floods the submarine and is hard to pass).

    • Weakpoints are repairable with a wrench. Turning off a valve makes it easier to repair, but makes any linked pumps not work while the valve is closed

    • Wall weakpoints have their condition linked to a wall. This means these walls cannot be cut as a shortcut between rooms

  • Added level background visuals to the sub editor's test mode to make it easier to see what the sub looks like in the actual in-game environments.

  • Balancing combat mission NPCs: improved the higher-level enemy NPCs and gave them better gear.

  • Made the rotation tool snap to 1-degree increments and the scale tool snap to 0.1 increments in the sub editor. Holding Shift while using the tools temporarily disables snapping.

  • Added 2 more input and output connections (0 and 9) to circuit boxes to make it match the mux/demux components and use 0-indexing like other components.

  • Increased the number of signal connections on relays from 2 to 5.

  • You can no longer revive characters with CPR when the character has no oxygen available (e.g. by giving CPR to someone wearing a diving suit with an empty oxygen tank). Not only was this weird, it made it easy to farm medical skill by repeatedly reviving the character with CPR.

Multiplayer:

  • Fixed inventories and wallets sometimes resetting in multiplayer: more specifically, happened when a client was still connected to the server (for example in the lobby) and their character had despawned by the end of the round.

  • Fixed characters sometimes suffocating or dying if loading into the round takes a long time. Now the characters don't spawn until the client has fully loaded into the round.

  • Adjusted certain multiplier timeout thresholds to make errors such as "timed out", "expected old event" and "expected removed event" less frequent. Also made many of the timeout thresholds editable in the server config file (however, you should be careful when changing these values, as setting them too high may cause other issues).

  • Fixed AFK setting staying enabled when a client chooses to load a campaign, causing them to load into a round with no character.

  • Small improvements to the "direct join" prompt: autofocus on the text box, you can press enter to join.

  • Fixed non-player teams being affected by the friendly fire setting (e.g. bandits were unable to damage monsters when friendly fire was disabled).

  • Fixed input selector and output selector components' "move_input"/"move_output" signals not getting synced in multiplayer.

  • Fixed a syncing issue with the timed detonators that made it possible to make them explode immediately at the start of the next round by letting the timer reach 0, and then putting an explosive inside and waiting for the next round.

Fixes:

  • Attempt to fix reported freezes at 80% in the loading screen, which failed when the game failed to fetch an authentication ticket from Steam to be used for checking whether you've given consent to collect gameplay analytics.

  • Fixed explosions not showing up on the sonar if you've selected a status monitor linked to the nav terminal, instead of having directly selected the nav terminal.

  • Fixed reactors automatically adjusting themselves at the start of the round when the reactor is off or controlled by signals. The intention of the rapid autoadjustment is to make sure there's no overloads when the load suddenly drops as the sub starts receiving power from the outpost, but it should not run when the reactor is off or controlled by signals.

  • Fixed fire damaging characters through walls that are just slightly damaged, and overall improved the logic for calculating fire damage through gaps.

  • Fixed items sometimes disappearing when you drop them standing half-way through a door way (or more specifically, when the character is considered to be in the sub, but their hands are outside hulls).

  • Fixed inability to undo nudging entities with arrow keys in the sub editor.

  • Fixed adding water to newly added hulls not working in the sub editor until the sub is saved and loaded.

  • Fixed monsters sometimes spawning near the enemy submarine when there's a sub-vs-sub mission active (sometimes leading to the mission completing by itself when the monsters manage to take down the sub).

  • Fixed items such as the "diver's remains" loot appearing on sonar despite being in a monster's inventory. More specifically, affected items with a SonarSize greater than 0.

  • Fixed tooltips not refreshing on the affliction icons above the character portrait (meaning if the strength of the affliction changed, changing the description, the old description would still appear in the tooltip).

  • Fixed "eliminate thalamus" mission not working in MP's mission mode unless the difficulty is set above 50.

  • Fixed outpost NPCs panicking and calling security when they saw you dragging a dead pet - they should only do so if you're dragging another outpost NPC's corpse.

  • Fixed purchasing genes when your inventory is full causing the genes to automatically combine with any genes in your inventory.

  • Fixed NPCs that are configured to dual-wield weapons (e.g. some elite bandits) only equipping one of the weapons.

  • Fixed pumps calculating the desired water level incorrectly for linked hulls when controlled via the "set_target_level" input.

  • Fixed variants of husk infection always causing the "you try to scream but no sound comes out" message to pop up, even if the affliction doesn't prevent speaking (e.g. husk symbiosis).

  • Fixed ability to aim with the rifle scope when you're stunned/unconscious.

  • Fixed circuit boxes not saving the wires if there's no components in the box.

  • Fixed wires not getting transferred when swapping e.g. a blank loader to a flak cannon loader (or more specifically, to any loader with differently named connections) in the mission mode.

  • Fixed fabricators showing thalamus veins as suitable materials for items that require a wire as a material.

  • Fixed assigning a specific character to operate turrets throwing a console error ("Controller not specified") when there's only one turret in the sub.

  • Fixed swarm feeders, or other monsters that can latch on to characters, deattaching when you ragdoll.

  • Fixed monsters becoming unable to run (or swim fast) after they've used a rope attack (e.g. latcher's tongue or the fractal guardian's harpoon).

  • Fixed machines (e.g. fractal guardians, defense bot) not being immune to the "infected wound" affliction.

  • Fixed outpost events that should spawn things in mines often spawning them in some random module instead (e.g. the mudraptor eggs in the "occupational hazards" event).

  • Fixed portable pump working without power.

  • Fixed hidden missions showing up in the scrolling text that appears at the top of the screen at the start of a round.

  • Fixed traveling tradesman talent giving a larger-than-intended sale price bonus for certain items. More specifically, it gave the 20% bonus for each tag the item had.

  • Fixed icons of all afflictions (even hidden ones) briefly appearing above the health bar when a character dies.

  • Fixed docking port staying open if you leave a level with some non-persistent sub (e.g. respawn shuttle or an enemy sub) docked to it.

Modding:

  • Support for defining mission variants (the same way as e.g. item or character variants): allows creating variants of missions that change certain properties of the base mission without having to redefine the whole XML.

  • Fixed ExplosionRadiusMultiplier not affecting the range of damage done to characters.

  • Fixed items updating in preloaded characters' inventories. Meant that e.g. characters with a Disposable Diving Suit would appear to spawn with the suit already degraded or broken.

  • Fixed fabricator icons using the inventory icon color even if the item has no inventory icon and uses the normal sprite (and its color) instead.

  • Fixed crashing when an item fails to play a looping, streamed sound (e.g. because the maximum number of instances of that sound is already playing). Did not seem to occur in the vanilla game.

  • Added support for configuring monsters as "multiplayeronly" in NestMission and MonsterMission (this worked in AbandonedOutpostMission and SalvageMission already, just hadn't been implemented here).

  • Fixed StatusEffect's Equip attribute only working if the item spawns in ThisInventory (not when it spawns it e.g. in SameInventory).

  • Improved reactor modding compatibility: added the tag "reactoritem" as a containable item to allow items other than fuel to be contained.

  • Fixed assault rifle defining the required ammo using the identifier "assaultriflemagazine" instead of the tag "assaultrifleammo", making it difficult to add new types of ammo for the weapon.

  • Fixed fabrication being a lot faster than intended (= a lot faster than the RequiredTime set in XML) if there's no skill requirements.

  • Fixes characters never being considered "in water" for the first frame after they spawn, causing NotInWater effects to trigger on monsters spawning outside.

  • When swapping a turret, the old turret's HudTint value is transferred to the new one.

  • Fixed pump particles getting rotated incorrectly on mirrored pumps.

  • Better Research Station modding compatibility:

    • Added smallitem and mediumitem as containables to give more flexibility on what items can be put inside.

    • Increased the number of output slots to 3 to support recipes that produce more than 1 item, and to prevent from items falling out if the input is invalid and gets moved to the output slots.

  • Fixed crashing when applying an affliction's status effects causes other afflictions to apply their status effects.

  • Added a new "AffectedByAttackMultipliers" property to afflictions: can be used to prevent specific afflictions from being affected by Attack's damage multipliers. Buffs aren't affected by default.

  • Added a new "VitalityLossRequiredForTreatment" property to afflictions: can be used to make bots treat afflictions even if the affliction doesn't cause vitality loss.

  • Added a new "CanGiveMedicalSkill" property to StatusEffects: can be used to prevent the effect from giving the user medical skill, even if it causes healing.

  • Made missions' SideObjective setting more useful for modders: previously all it did was affecting which beacon and hunting grounds missions can get "spontaneously" selected for levels with beacons and hunting grounds. Now all side objectives available in a level are automatically selected, without having to manually select them in the mission selection UI.

  • Set mantis's group to "mantisoid" and watcher's to "watcheroid" (doesn't do anything in the vanilla game but useful for mods).

Hotfix 1.10.7.2 for the Autumn Update

Hello everyone!

We have just released another hotfix for the Autumn update, focused on improving the server browser filter, to help players deal with the ongoing issue of spam servers. We apologize for the inconvenience and thank you for your patience while we combat this issue.

1.10.7.2

  • Various improvements and optimizations to spam filter processing
  • The optimizations makes it possible to add homoglyph processing for all fields
  • Added spam filter options that support regular expressions

Hotfix v1.10.7.1 for the Autumn Update

Hello everyone!

The DoS attack on our servers and the spam on the server list we mentioned in the previous post is still ongoing, and we've just released another hotfix to add some more in-game countermeasures against them while working on more robust server-side solutions to the issues. We're sorry for the inconvenience and thank you for your patience as we continue to monitor and counter this problem.

v1.10.7.1

  • Additional fixes to multiplayer exploits.

  • Fixed inability to rename a bot you've taken over in permadeath mode.

Hotfix v1.10.7.0 for the Autumn Update

Hello everyone!

We've just released a second hotfix to address issues affecting Barotrauma following the Autumn Update. Be sure to update your game, and see the changes below.

v1.10.7.0

  • Fixed crashing when editing a beacon station's, wreck's or enemy sub's min/max level difficulty settings in the sub editor before you have saved the sub for the first time.

  • Additional fixes to multiplayer exploits.

You may also have noticed warnings or errors in the game about "failing to connect to the master server" in the past week. These were caused by an ongoing DoS attack on our servers, which run the Barotrauma website, wiki and support for certain in-game features such as the global spam server filter. We've now applied some countermeasures and resolved the issue. We will continue monitoring the situation with the servers for future issues.

Hotfix v1.10.6.0 for the Autumn Update 2025

Hello everyone!

We have just released a hotfix to address issues in the Autumn Update 2025. Find the full list of changes below, and make sure to update your game to the latest version to receive the fixes.

v1.10.6.0

  • Fixed contextual orders no longer working even if you were within radio/speaking range of a bot.
  • Fixes to several multiplayer exploits, including one that allowed clients to cause server-side lag by sending specifically crafted messages to the server, even if the server didn't allow them to join.
  • Fixed a bug caused by the water flow changes in the previous update: water flow through gaps in inside the submarine was much faster than intended when there were multiple breaches on the submarine's outer hull.
  • Reduced the water flow through gaps when the hulls on are not linked. Linked hulls are intended to behave as if they were one room, and should allow unrestricted water flow.
  • Railgun shells now disappear shortly after the first impact: the change in the previous update (which allowed them to penetrate multiple limbs/targets) had the side-effect that a shell that went through a single limb could fall back on the submarine and still do full damage.

Autumn Update out now

Hello everyone!

The Autumn Update has just been released, with many fixes and improvements. Below are the highlights of the update, and you can find the full list of changes at the end of this post.

  • Added new "Blueprint" type of items, which are needed to unlock crafting recipes and make use of Alien materials. Blueprints can be found as loot or some can be bought from traders.

  • Railgun rebalance: Railguns now behave more as expected as they can hit multiple targets rather than disappearing on the first hit.

  • Grenade aiming improvements.

  • Broad spectrum antibiotics and antibiotic glue balance passes: BSA has a more universal effect, glue is more situational and has drawbacks. Infections are not as easily cured or prevented anymore.

  • Several fixes for the ongoing multiplayer exploits.

  • A lot of bugfixes.

Be sure to update your game to be able to host and join multiplayer servers. We hope you'll enjoy the update!

v1.10.5.0

Balance:

  • Railgun rebalance: The railgun has been deemed on the weaker side by the community. It has been given a satisfaction pass, where now the high-power shell behaves more as expected, capable of penetrating multiple limbs or submarine walls, dealing more damage.

  • Broad-spectrum Antibiotics now affect all limbs with infected wound with one application, but cure less infection per limb. Base prices for Plastiseal, Antibiotic Glue and Broad-Spectrum Antibiotics have been adjusted.

  • Antibiotic Glue is now less effective on healing burns, bleeding and infections and inflicts organ damage even with successful application (and even more with failure).

  • Added a pass to make grenades more easy to aim (and less likely to always hit the wall in the back due to excessive sliding/rolling)

    • Reduced and equalized throwforce of most throwables (grenades, explosives) to 3.5 (some were 3.5 already, some 4.0).

    • Add angular dampening on grenades to reduce excessive sliding/rolling.

    • Frag grenade now uses a rectangular body instead of round/capsule, to avoid rolling too far (more in line with other grenades).

    • Reduced throw force when aiming throwables downwards.

  • Lower the rate at which skyholder artifacts and portable pumps drain water (both were way too effective for managing leaks).

  • Made all variants of fractal guardians vulnerable to EMPs.

  • Security NPCs on submarine encounters are now better armed, with weapons fitting the faction.

Blueprints:

  • Added new "blueprint" type of items, which unlock crafting recipes.

  • Three new alien material blueprints: physicorium, dementonite (gravity) and incendium, which unlock relevant (ammo) recipes.

  • Alien blueprints need to be researched at a Research station.

  • Merchants of all factions now sell item blueprints fitting to the faction's identity, locked behind reputation.

Miscellaneous changes:

  • Made vent sounds a bit more quiet.

  • Made crate shelf and makeshift shelf container UIs vertical to match the look of the sprites.

  • Made some items be attachable only to the floor.

    • Planters cannot overlap, and attach only to the floor, rather than attaching to the wall.

    • Makeshift shelves are attached to the floor.

  • Outpost NPCs react to players dragging other outpost NPC's corpses. Normal NPCs flee, security arrests you.

Fixes:

  • Fixed gaps significantly slowing down the flow of water, especially when water is flowing up through the gaps.

  • Fixed PvP outpost selection not working reliably (when you selected some specific outpost, it was possible for some other outpost to get selected regardless).

  • Fixed bot AI not running if a bot below 0 vitality is forced to stay unconscious with e.g. adrenaline or talents.

  • Fixed incorrect offset on the light that renders on a boarding pod that's in a loader.

  • Fixed defense bot only escaping if it attemps to fire it's weapon and fails due to being out of ammo, but not when it doesn't have any ammo available.

  • Fixed outpost NPCs sometimes spawning on non-human spawnpoints, e.g. the monster spawnpoints in research modules.

  • Fixed NPC conversations about the submarine being very deep starting to appear too late (at the point when the sub is already at crush depth, instead of the point where camera shake and audio effects start appearing).

  • Fixed yet another issue with modded hairs: hairs got misaligned in the bottom-right character portrait if they were set to inherit the origin of the head sprite, and the head sprite's origin was not at the center.

  • Fixed all pets in the level getting added to the player crew at the end of a round, e.g. even hostile pets or pets inside beacon stations.

  • Fixed id cards only being sold in normal outposts and cities (not mining, research or military outposts).

  • Fixed loading screen tips often cycling too fast to read during the initial loading screen.

  • Fixed "Find Jacov Subra" mission completing if you enter the outpost he's hiding in, even if you don't find him.

  • Fixed vents' oxygen output warning being incorrectly shown when vents have been moved between hulls in the sub editor.

  • The "drop item" hotkey is disabled when the inventory is not visible (e.g. when operating a turret).

  • Fixed inability to issue orders that don't target any character in particular (e.g. ignore or deconstruct orders) when no-one can hear the order.

  • Server log fixes:

    • Fixed new lines added to the log ignoring the filtering.

    • Fixed log jumping up when new lines are added while you've scrolled up to read older messages.

Modding:

  • When saving a submarine or an outpost in the editor, the game suggests saving it in a subfolder that contains subs of the same type instead of always saving it in the root folder of the mod.

  • Fixed "Equipped" item requirement only checking held items, not worn items as the documentation says.

  • Option to define tags for wrecks and beacon stations in the sub editor, and to make a wreck or beacon mission choose a random wreck or beacon station with the specified tags using the attributes "BeaconTags" and "WreckTags".

  • Fixed new elements defined in an item variant failing to be added to the variant if there's ClearAll elements present.

  • Fixed submarine upgrade UI displaying an incorrect icon on items that don't have an inventory icon but use the item's normal sprite instead.

  • The "sort stacks" and "merge stacks" buttons can be hidden from containers using the attributes "ShowSortButton" and "ShowMergeButton".

  • Changed how store item availabilities work by default: if no min/max amount is defined, there can be 0-5 items available instead of there always being 5.

  • Some new decorative outpost props: empty versions of the existing storage shelves which contained some decorative items.

  • Fixed game freezing if a bot uses a weapon that has both a RangedWeapon and a RepairTool component.

  • AnimController properties can now be accessed using conditionals.

  • Fixed bots being able to unequip and reload non-interactable items if they have those in their inventory (e.g. if some custom event forces them to spawn with non-interactable items).

  • Fixed corpses spawning in wrecks that have neither human or corpse spawnpoints (making it impossible to create wrecks with no corpses).

  • Fixed unnecessary console errors about failing to load a texture when trying to preload some monster/enemy with \ tags in the filename.

Hotfix v1.9.8.0 for the Summer Update 2025

Hello everyone!

We have just released a hotfix to address issues in the Summer Update 2025. Find the full list of changes below, and make sure to update your game to the latest version to receive the fixes.

v1.9.8.0

  • Fixed RegEx components occasionally timing out for no apparent reason (even if the expression isn't particularly performance-intensive). Seemed to have been caused by RegEx changes in .NET 8.
  • Fixed the game sometimes freezing for a long time at a specific point during the loading screen. Only affected some players: the issue had to do with the game failing to connect to a server to check whether the player has given their consent collect gameplay analytics.
  • Fixed streamed sounds always starting from the beginning when they're re-played. Particularly noticeable in the night club modules, when the music always starts from the beginning if you step outside the range of the sounds.
  • Fixed distance attenuation and positioning not working on the music played by jukeboxes and bar speakers (meaning they'd play at full volume regardless of your distance to the speakers).

Modding:

  • Fixed oneshot delayed effects (which should only ever trigger once) still continuing to run some of the logic after the first trigger, causing an unnecessary performance hit. Did not seem to affect any vanilla items.

Summer Update 2025 out now!

Hello everyone!

This year’s Summer Update has just been released, with a long list of fixes, improvements and small additions. Here are some of the highlights:

  • Support for Steam Timeline: When you record gameplay directly within the game using Steam’s Timeline feature, the game adds markers about notable events in the game.

  • The new Rifle Scope will help some weapons in long-range battles.

  • Power Distributor with 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output.

  • Scaling and rotation tools to the submarine editor.

  • Pet improvements submitted by Uberpendragon. (Thank you!)

  • A few new optimizations

  • 46 bugfixes, including this fun one: “Fixed ’fake fires’ you see when under psychosis sometimes turning into real fires in single player.”

See the full list of changes below and be sure to update your game to the latest version to be able to host and join servers! We hope you enjoy the improvements in this update, and stay tuned for more content additions to come later.

We’re going to be around for a while longer to see that the update runs smoothly, and soon after we will log off for some summer holidays. We’ll be back in action in August and wish everyone a beautiful and relaxing summer!

v1.9.6.0

Changes and additions:

  • Added Power Distributor item. Includes 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. Can be used to, for example, build a circuit that redirects power from less vital systems to weapons or pumps in an emergency.
  • Added Rifle Scope.
  • Better Steam Timeline support: when recording gameplay using Steam, the game adds markers about notable events in the game.
  • Added scaling and rotation tools to the submarine editor. Enabled using buttons in the top-right corner of the editor.
  • Characters don't throw flares when also holding a ranged weapon (allows shooting with a flare in hand).
  • Improvements to pets (kudos to uberpendragon): improved ragdolls and animations, gave them head slots so they can wear hats, added damage modifiers to shells.
  • Mindwipe resets the extra talents gained via the assistant's Apprentice talent tree, preventing the use of Mindwipes as a way to make an assistant unlock the specialization trees of all classes.
  • Alien Blood is now less powerful, by curing less "Bloodloss" affliction and causing more psychosis. It is widely available and made saline and blood packs pretty redundant. It now also requires more medical skill.
  • Added option to filter by name and to change the sorting of the save files listed in the "load game" menu.
  • Made circuit boxes' external connections (the once that hook up to other items) use the same labels that have been set inside the circuit box.
  • Made the freecam console command a toggle: entering it again gives you back control of the character.
  • Added "loslightingfreecam" console command (convenient for testing, executes those 3 commands).
  • Upgraded to .NET 8. This should not cause any noticeable changes, aside from perhaps very minor performance improvements. Allows code mods to use C# 12 features.

Multiplayer:

  • Fixed sending rapid reports of leaks, fires, enemies etc easily causing the spam filter to kick players with no warning.
  • Added buttons for selecting or deselecting all mission types to the server lobby's mission type selection.
  • Fixed wall damage desyncing if you purchase wall repairs in an outpost, undock and then save and reload (the walls would appear repaired client-side, even though they're actually broken server-side).
  • Fixed the "nudge buttons" that appear next to the nav terminal's docking button not working in multiplayer.
  • Fixed oxygen and fuel tank explosions not appearing client-side in multiplayer, making it seem like you're taking burn damage out of nowhere when you happened to be near one an "infinite explosion loop" (described below in the fixes section).
  • Fixed players only getting a karma penalty for overheating the reactor if they stay at the reactor.
  • Fixed another networking issue that sometimes caused the biome and outpost selection dropdowns to break in the server lobby, causing the clients to constantly spam the server with requests to change the biome/outpost.

Optimization:

  • Optimized memory usage of text files. Now only the text files for the language you have currently selected are kept in memory.
  • Optimized the memory usage of submarine files. Previously the XML of all the enabled submarines was kept in memory, causing excessive memory usage when you have a ton of custom submarines installed.

Fixes:

  • Fixed oxygen tank shelves sometimes causing "infinite explosion loops", when tanks in the shelves exploded other tanks while the shelves were filling the tanks.
  • Fixed camera not following your character when ragdolled/unconscious.
  • Fixed "unsubscribe" option not showing up on the mod list on mods that have pending updates.
  • Fixed NPCs spawned by events sometimes spawning inside jail cells in outposts.
  • Fixed clowns never turning psychotic in the clown escort missions (there should be a small chance of that happening as the mission progresses).
  • Fixed talent progress not being mentioned in the tooltip on "extra talents" (talents unlocked from outside the tree).
  • Fixed salt bulbs exploding immediately in water (as opposed to having a small delay like other water-reactant items).
  • Fixed hair and other attachment sprites still being misaligned in some UIs (character creation menu and outpost medic UI) if their origin doesn't match the head's origin.
  • Fixes to several outpost and ruin generation issues:
    • Pre-built "fallback outposts" sometimes spawning instead of a proper outpost, and sometimes even instead of a ruin.
    • PvP outposts still sometimes generating outside the PvP mode (particularly when using mods with new location/outpost types).
  • Fixed some consumables (e.g. energy drinks, beer, protein bars) getting consumed immediately if you hit E while drinking/eating.
  • Fixed lights rendering upside-down on planters that have been flipped horizontally.
  • Fixed inability to sit while using a surveillance center.
  • Fixed option to give an item to another character showing up when you drag a large item (an item that won't go in the inventory slots) over someone, even though these items can't be given by dragging and dropping.
  • Fixed ability to give characters multi-line names, which would break some UI elements.
  • Fixed spawncharacter console command spawning monsters in the player team if the team argument is not given.
  • Fixed R-29's bottom wall not leaking. Might've affected other submarines as well: there was a bug in the logic that prevents overlapping walls leaking faster than individual walls, which caused the game to sometimes interpret large gaps next to the wall as "overlapping walls".
  • Fixed fabricator no longer communicating in any way when an item can't be fabricated because it requires a recipe.
  • Fixed inability to focus on unconscious characters by clicking on the crew list.
  • Fixed parts of the Jove sculptures found in ruins being misaligned in mirrored levels (= when travelling through the level backwards).
  • Fixed the Multi-tool not functioning as a screwdriver for event checks.
  • Fixed "fake fires" you see when under psychosis sometimes turning into real fires in single player.
  • Fixed PvP mode weapon crates showing up in the sub editor.
  • Fixed undoing the removal of an item from a container sometimes causing a crash in the sub editor.
  • Fixed hulls extending below the floor in Kastrull's drone and the lowest deck, preventing them from draining fully.
  • Fixed endworm's jaws sometimes doing AOE damage to characters after the endworm has died.
  • Fixed rotated structures not appearing rotated on the sonar.
  • Fixed talent refund points getting lost on save and reload.
  • Fixed multi-part subs (subs consisting of multiple docked subs with other subs ducked to them) getting flipped incorrectly in PvP mode.
  • Fixed "teleportsub endoutpost" crashing the game when a level is not loaded (e.g. in the sub editor's test mode).
  • Fixed selected outpost module sometimes not loading in the sub editor's test mode, and a random outpost generating instead.
  • Fixed pre-built "fallback outposts" failing to load in the sub editor (generating a full outpost instead).
  • Fixed ability to put items in locked containers (e.g. running deconstructors) by hitting the drop key.
  • Fixed wearing "mother's providence" and "mother's countenance" (special clown suits worn by the Jestmasters) not unlocking the "Praise the Honkmother" achievement.
  • Fixed "secondary explosion" 2 seconds after a gravity shell has exploded and disappeared.
  • Yet another fix to contained items rendering incorrectly on flipped items: affected contained items that are set to draw at an angle of 90 degrees relative to the container (e.g. fuel rod in a rapid fissile accelerator), causing them to draw backwards.
  • Hid PvP weapon crates in the sub editor (because these require the PvP event and do nothing by themselves when placed in the editor).
  • Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets).
  • Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo.
  • Fixed PvP variants of underwater scooters sometimes spawning in cabinets in the campaign.

Modding:

  • Better support for configuring custom location types and configuring where they appear. Examples in the locationTypes.xml file.
    • You can spawn a fixed number of a location type on the map (e.g. to have unique named locations).
    • More control where specific location types spawn (e.g. near the beginning of a biome).
    • Location types can be configured to "inherit" things such as event or outpost modules from another location type.
  • Escort mission fixes and improvements:
    • Fixed ""terroristAnnounceDialogTag" being completely ignored, making the terrorists always say the default separatist lines regardless of what's configured in XML.
    • Added support for spawning multiple items for the terrorist, or optionally choosing random ones using a "ChooseRandom" element. Previously only one random item was chosen.
    • Added some documentation for the mission type.
  • Added support for making an item variant clear all elements of a certain type from the XML. Done by adding the element to the item variant, and then defining the elements to clear as it's child elements (e.g. would clear all fabrication recipes).
  • Support for streaming any audio clip instead of loading them into memory (previously streaming was only supported for background music). Enabled by adding stream="true" to the sound element. Recommended for longer audio clips (such as music tracks played by items). Please note though that streaming audio comes with some CPU and IO overhead, so it's not recommended to blindly enable it on everything.
  • Fixed specific kinds of looping sounds sometimes not playing in multiplayer (specifically, long sounds that are triggered right at the start of the round by a status effect, but not in the player's hearing range, e.g. rave music in Dynamic Europa's pirate outposts).
  • Fixed NPCs made to hold an item using NPCOperateItemAction repeatedly equipping and unequipping it.
  • Fixed delayed effects executing at the position where the entity was when the effect was triggered, not where the entity is when the delay passes.
  • Fixed salvage missions causing a crash and the "interact" target type not working if the target item has no physics body. - Fixed performance issue caused by element when using an invalid item identifier.
  • Fixed colored text not working in the options in conversation prompts.
  • Added CameraAimOffset property to Holdable component. Allows modifying how far the camera can be offset when aiming, making it possible to implement e.g. scopes.
  • Added AbandonOnReset property to CombatAction and NPCWaitAction.
  • Fixed some issues with PvP outpost selection that made it difficult to implement custom maps:
    • If a mission was set to use a PvP outpost with some custom tag, the game might still not use it, because it chose the PvP level generation parameters, which would enforce an outpost with the vanilla "PvPOutpost" tag. Now the game tries to choose an outpost with the specified tag regardless of the level generation parameters.
    • When "random" was selected on the outpost dropdown, the game would choose any random outpost without taking the selected mission into account.
  • Fixed sounds configured to loop while an item is worn not stopping when the item is unequipped. Did not affect any vanilla items.
  • Option to force a specific type of location as the campaign's start location by adding ForceAsStartOutpost="true" to the location type config. Ignored when the tutorial is enabled.
  • Option to disallow attaching items over specific kinds of other items (e.g. DisallowAttachingOverTags="container,wallattachment").
  • Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets).
  • Fixed OnInserted status effects triggering when loading a submarine/container which already contains items. Now the effects only trigger when the item is placed in the container.
  • Fixed ability to equip/unequip noninteractable items using the "quick use" button above the slot. Only affects modded content (non-interactable items that are forced into a player inventory).
  • Fixed Items' HasBeenInstantiatedOnce property not being saved, making it basically unusable.
  • Fabrication recipes can be unlocked using StatusEffects (e.g. unlockrecipe="autoinjectorheadset").
  • Fixed SpawnRotationType.This not doing anything if the item executing the effect doesn't have a physics body, or if it's attached to a wall (which makes the item "temporarily" not have a body).
  • Hidden missions (ShowInMenus="false") don't show up on the campaign map nor the mission selection panel. In the vanilla game, all hidden mission were triggered when the round starts so they wouldn't be visible there anyway, but that may not be the case with modded missions.
  • Added CauseOfDeathType property to Character. Not used by the vanilla game, but can be used by mods to check the cause of death of the character using conditionals (e.g. if some OnDeath effects should or should not be triggered by certain causes of death).
  • Support for animated affliction overlays (works the same as the animated HUD overlays on items such as the surveillance cameras).
  • More options for configuring how Holdable items can be attached to the sub: AttachesToFloor (when enabled, the item can only be attached to a position where it touches the floor), AllowAttachInsideDoors (enabled by default), DisallowAttachingOverTags (tags of items the item cannot attach over).

Hotfix v.1.8.8.1 for the Calm Before the Storm update

Hello everyone!

We have just released a hotfix to address a number of issues with the Calm Before the Storm update. Find the list of changes below, and remember to update your game to the latest version to receive the fixes!

v1.8.8.1

  • Fixed client list often appearing empty in the server lobby when joining mid-round while a campaign was active.
  • Fixed job variant selection panel rendering below the job selection panel, often making it unusable.
  • Fixed job variant selection only working in the server lobby, not in the tab menu mid-round.
  • Fixed inability to preview loadouts if there's only one variant of a job available (e.g. assistants).
  • Fixed fires no longer spreading from room to room.
  • Fixed a pathfinding issue that sometimes caused both to get stuck running back and forth towards the target they're trying to reach (one common place where this occurred was Barsuk's engine room).
  • Fixed non-hitscan projectiles such as harpoons launching with an incorrect rotation when fired to the left.
  • Fixed Herja not having any assistant or non-job-specific spawnpoints, causing assistants and custom classes to spawn at other classes' spawnpoints, potentially giving them ID card tags they shouldn't have.
  • Autoinjectors no longer inject meds on dead characters (even though they are technically below the health threshold at which the autoinjection should trigger).
  • Fixed team argument not working on the "spawncharacter" console command when spawning non-humans.
  • Fixed some edge chunk objects in hydrothermal wastes and the great sea spawning in front of the level walls.
  • Fixed missing gap in one of the new crew modules, which prevented water and oxygen from flowing through the module properly.

Modding:

  • Fixed transferring afflictions to a newly spawned character using status effects causing a crash if the original character had already been removed. Didn't affect any vanilla content.

Hotfix v1.8.7.0 for the Calm Before the Storm update

Hello everyone!

We have just released a hotfix to address issues with the Calm Before the Storm update. Find the changelist below, and remember to update your game to the latest version to receive the fixes!

v1.8.7.0

  • Fixed an AI bug that made bots scared of water, making them seek safety from flooded rooms even when they were wearing diving suits.
  • Fixed non-hitscan projectiles registering hits with characters that are behind the weapon, even if the barrel is in front of the character.
  • Fixed submarine maintaining an incorrect position (= starting to steer somewhere completely off) when you enable "maintain position" and then enter a new level.
  • Fixed autopilot failing to navigate to a destination if it's already on at the start of the round.
  • Fixed dedicated server descriptions still sometimes getting truncated.
  • Fixed lights shining out from items inside character inventories.
  • Fixed inability to access the inventories of other players when they're manually ragdolling.
  • Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo.
  • Fixed switches flipping around when you attach them while facing left.
  • Fixed grenade "cooking" hint not showing the correct keybinding (just saying instead of the actual keybinding).
  • Fixed main menu notifications (changelog, unstable info) staying open if you don't manually close them and e.g. start a new game or go to the sub editor.
  • Fixed normal outpost events triggering in outpost that have been abandoned because of Jovian Radiation.

Out now: Calm Before the Storm update

Hello everyone!

The Calm Before the Storm update has just been released. It includes the new Reserve bench feature, improvements to Jovian radiation, new and improved abandoned outpost modules, new loading screens, level backgrounds and background creatures, plus a long list of bugfixes, optimizations and bot AI improvements.

You can read more about the update in our previous post and check out the full list of changes below.

Make sure to update your game to the latest version in order to join and host servers, and enjoy the Calm Before the Storm!

v1.8.6.2

Changes and additions:

  • Added PvP versions of outpost levels for all biomes. Previously the outpost deathmatch rounds always used cold caverns levels despite the biome setting (which doesn't make much difference in the vanilla game since you don't usually go outside, but can be more relevant in custom outpost deathmatch missions).
  • New alien ruin "outpost" for the outpost deathmatch mode.
  • Reworked the loading screens with new handmade art.
  • Visual improvements to cold caverns and great sea.
  • Reworked the decorative "background fish" that wander around in the levels.
  • One small endgame lore related outpost event.
  • Renamed and recategorized a bunch of structures to make them easier to find in the sub editor.
  • Reworked abandoned outpost modules, added 14 new modules. Kudos to NotWendy!
  • Reduced the health of outpost security.
  • Outpost security can spawn more batteries and ammo for themselves (making them better at defending themselves, compensating for the reduced health).
  • Reorganized abandoned outpost mission types in the server lobby screen (separate types for assassination, destroy monsters, rescue and destroy outpost missions).
  • Increased outpost wall health and made the junction boxes in outposts more resistant to overvoltage.
  • Improvements to fabricator UI to make it dump less information on the player (especially new players): more options for sorting the items, option to only show the items you can currently fabricate.
  • The console commands heal, teleportcharacter and godmode accept “/crew” and “/me” as arguments (making the command apply to either the whole crew or your current character).
  • Added “killall” console command: kills every character in the level (players, NPCs, monsters).
  • Added “spawnnpc” command: spawns a pre-configured NPC from a prefab.
  • Added some sounds and particle effects to drinkable/edible items.

Reserve bench

  • Added “reserve bench” feature to multiplayer campaign: bots can be hired to a “reserve bench” instead of active duty, which means they won’t spawn until a player chooses to take them over after dying in the permadeath mode, or until they’re moved to active duty in the HR manager interface in an outpost.
  • Allows hiring bots as “backup characters” for the permadeath mode, without having to have the bots as active characters in the crew.
  • Also usable when permadeath is not enabled: allows you to for example hire a high-level character you happen to come across for future use.

Alien ruins:

  • New alien ruin modules ("husk maze", "toxins maze", "hazard maze").
  • New "Lost in Ruins" ruin mission.
  • Artifacts always spawn in artifact holders in ruins, even if you don't have an artifact mission active.
  • Fixed doors that allow fractal guardians to pass through in ruins sometimes getting stuck.
  • Fixed ruins sometimes spawning partially inside level walls.

Submarines:

  • Reworked the Remora and updated the description to match. The layout should now be less confusing, and the auxiliary engine works with batteries. Added a brig and dedicated gunnery compartment. The drone is also reworked and has tougher shells.
  • Minor visual touch-ups to the Kastrull and the Winterhalter.
  • Kastrull glass windows at the navigation terminal have increased health.
  • Option to disable wall collisions in the sub editor.
  • Increased the output of the Typhon's oxygen generator to fix prisoners suffocating in the brig.

Radiation changes:

  • Improvements to Jovian radiation: the intensity of the radiation increases when you're deeper in the radiation zone, and eventually becomes too intense to counter with Hazmat suits or PUCS.
  • Jovian radiation buffs certain monsters instead of killing them.
  • Fixed radiation sickness causing burns at a rate relative to the number of limbs a character has (making characters with lots of limbs take more damage).
  • Radiation sickness does less damage at low levels and can wear off a bit faster.

Fixes:

  • Fixed particles jittering when the submarine moves.
  • Fixes to columns being misaligned and some columns being too narrow on the tab menu's crew list and round summary.
  • Fixed ammo boxes (coilgun, chaingun, pulse laser) still firing one more round after appearing empty.
  • Fixed grabbing another character causing the inventories to overlap on certain resolutions and higher inventory scale settings.
  • Fixed long server descriptions getting cut off on the server list on dedicated servers.
  • Fixed "light tower" item emitting light from the center instead of the top of the sprite.
  • Fixed perks affecting the enemy sub in "Enemy submarine" missions in mission mode.
  • Fixed genes that give you buffs when you receive damage getting triggered by the organ damage you get when you remove the genes.
  • Fixed "dying" due to a disconnect giving you the permadeath achievement when permadeath is enabled (despite the death not counting as a "real" permanent death).
  • Fixed items held by monsters that are currently inactive appearing at level origin (most often, the weapons held by fractal guardians).
  • Fixed deconstruction output not getting automatically moved from the outpost to the main sub the next round if a bot deconstructs something in the outpost, and the item has to be dropped on the floor because there's no more space in the deconstructor's output slots.
  • Fixed afflictions' periodic effects (for example, vomiting triggered by nausea) often appearing with some delay client-side.
  • Fixed disabling boss health bars also disabling mission progress bars.
  • Fixed "path unlock" NPCs sometimes spawning in jail cells.
  • Fixed merchants sometimes selling an item they're requesting for less than what they're willing to pay for it.
  • Fixed mission state resetting when you save and quit at a friendly outpost. This meant that you could e.g. kill and loot a target you're meant to assassinate, save and quit, and then kill and loot them again.
  • Fixed inability to unlock the path to the next biome with reputation if your reputation goes over the threshold during the round (= you needed to already be above the threshold at the start of the round).
  • Fixed a rare crash on startup due to an exception in TextManager.TrimSpeciallyHandledCategoriesCache.
  • Fixed detonators blowing up even if you remove the explosive before the timer runs out.
  • Fixed research station not having a broken version of the sprite.
  • Fixed events disappearing from the outpost if you complete a clown or husk cult event and save and reload.
  • Fixed artifact missions potentially targeting an artifact inside the sub, instead of spawning the artifact in an abyss cave, beacon station or the abyss like they’re supposed to.
  • Fixed locking an item UI and starting a new round sometimes causing it to overlap with other UIs.
  • Fixed assistant talent "Tasty Target" affliction not having an icon.
  • Fixed afflictions from talents not having a tooltip describing the actual benefit / effect on the affliction.
  • "Beat Cop" talent now also affects "Zapped", making it work with Stun Baton / Stun Dart items.
  • Fixed inability to play with husked storage containers.
  • Fixed opening the command menu in the sub editor's test mode and then switching back to the editor preventing interactions with inventories.
  • Fixed sub editor crashing when you delete a wire that's in a circuit box by some other way than the circuit box UI (e.g. by selecting and deleting all wires), and then attempt to save a sub.
  • Fixed outpost modules (most often, mine modules) sometimes overlapping with the sub when docked to the outpost.
  • Fixed skills getting clamped below the maximum if they've been set above the max with e.g. console commands or modded content.
  • Fixed thalamus organs/devices rendering in front of most dropped items.
  • Fixed hitscan projectiles not damaging walls outside your own sub when the gun is fired from inside the sub.
  • Fixed boarding pods going through indestructible or very tough walls.
  • Fixed characters not taking fall damage when they land on a hatch.
  • Fixed outposts sometimes having really short hallways between modules. Happened when the modules needed to be moved away from each other just a bit to prevent overlaps between modules: now when they need to be moved, the hallway is forced to be at least 2 meters long.
  • Fixed inconsistent draw order between non-damaged and damaged walls (doing damage on a wall sometimes caused the draw order of the walls to change).
  • Fixed decorative sprites rotating incorrectly on held items (e.g. the fans on artifact transport case drawing at an incorrect position).
  • Fixed items inside items having the “stolen” icon when the team of a character changes to the player team mid-round (e.g. when you hire one of the special faction NPCs).

Optimization:

  • Fixed acid clouds spawned by watchers causing a significant performance hit.
  • Optimization to situations where the game attempts to loop the same sound multiple times at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
  • Optimization to situations where the game tries to spawn a very large number of particles at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea.
  • Optimizations to reduce save file sizes (which matters in MP because the save files are frequently sent to clients).
  • Fixed an issue that occasionally caused performance drops in the outpost deathmatch mode.
  • Fixed guardian repair bots causing significant performance hits especially when there's several of them repairing at the same time.

Multiplayer:

  • Fixed a syncing issue that made very short (<1s) stuns almost always cause some desync and rubberbanding.
  • Fixed a syncing issue that caused inaccuracies in the rotation of the character's collider, often leading to rubberbanding when swimming (since the rotation of the collider affects swimming speed: characters swim faster when they're facing the movement direction).
  • Fixed "error while reading a message from server" when moving a docking port's connection panel in multiplayer.
  • Players (excluding the host) can return to the lobby without ending the round for everyone. Added an "AFK" checkbox in case a player wants to stay in the lobby when a new round starts.
  • Fixed dialog prompts from certain events sometimes triggering when the players are still loading into the round, causing the players to miss the prompt and making them unable to continue the event. Happened for example with some of the events that allow you to hire a special faction NPC.
  • Fixed duplicating items by allowing a disconnected player to despawn, taking their items from the duffel bag, and then having that player rejoin and respawn with the same items.
  • Fixed players being unable to fabricate items unlocked with bots' talents.
  • Fixed errors and disconnects if a new campaign round starts while you're still loading into the previous one.
  • Fixed Camaraderie talent icon starting to flicker in multiplayer after a crewmember has died.
  • Added a customizable permission preset file (Data/permissionpresets_player.xml) which can be edited without game updates overwriting it.
  • Fixed hostage missions displaying as completed even if the hostages have been killed.
  • Fixed radio channel presets not persisting between rounds in multiplayer.
  • Fixed bot disappearing from the crew if you take control of it with SetClientCharacter, then switch back to your original character, and save and quit.
  • Fixed spectators only hearing characters when the camera is within speaking distance (should be based on the radio range if the character is speaking through radio).
  • Fixed respawn shuttle dropdown not displaying the name of the selected shuttle (just said "shuttle").
  • Fixed paths between biomes unlocked during the round showing up as locked to midround-joining clients.
  • Fixed several issues with conversations that target a specific player: e.g. in the "husk cultist" event it was possible for other players to deliver the eggs the cultist was requesting from a specific player.

AI:

  • Fixed a handful of bugs that occasionally caused bots to get stuck on ladders.
  • Fixed bots sometimes saying "can't reach " (with the variable not getting replaced by the actual name) when they can't get to a target they're trying to give medical assistance to.
  • Fixed bots disguised as husks not targeting husks with turrets.
  • Fixed many NPCs ignoring threats, because they were set to wait with 100 priority. Exposed the objective priority for NPCWaitAction and NPCFollowAction.
  • Fixed bots with the operate item objective always reacting to fires (and enemies), regardless of the size of the fire and their objective priority.
  • Fixed fires close enough to damage not always being considered threats.
  • Fixed the find safety objective triggering from enemies/fires, even when ordered to follow.
  • Fixed and changed how the bots behave in combat while following/holding position. Now they should stick to the follow/hold position more obediently, yet still should be able to fight back.
  • Fixes and changes to how bots react to enemies attacking other bots. Made the security officers be less reactive to hostiles when they have an active order (e.g. operate the turrets).
  • Fixed bots attacking handcuffed enemies.
  • Fixed outpost security officers reacting if bots take diving gear or fire extinguishers in emergency situations (they shouldn't steal items otherwise).
  • Fixed bots not being able to steal oxygen tanks for existing diving gear in emergency situations.
  • Fixed bots seemingly ignoring oxygen tanks inside diving gear in containers (also affected other items).
  • Bots now drop all stolen items when being inspected, instead of getting arrested because of them.
  • Fixed outpost security officers doing inspections in unsafe rooms, such as when they are flooded.

Modding:

  • The "decorative background creatures" can be edited in the level editor.
  • Fixed event sets with SelectAlways set to true getting selected despite their commonness being zero.
  • Fixed level wall damage done by Attacks ignoring damage multipliers.
  • Show a warning when enabling a mod that requires some other Workshop mods that aren't currently enabled.
  • The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead).
  • Fixed turret barrels getting hidden when the static part of the turret goes off-screen if the turret only has the "rail sprite", but not the barrel part that moves back and forth when firing.
  • Note for modders: the issue with ammo boxes spawning one extra round happened because the boxes executed an OnUse effect to spawn an item in the box, and then reduced the condition, which meant that on the last shot that took the condition to 0 they would still spawn a projectile in the box. If your mod uses a similar approach, please check the vanilla ammo boxes for an example on how we handle the spawning now.
  • Added a LightOffset property to LightComponents (can be used to make the item emit light from somewhere else than the center).
  • Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
  • Implemented armor penetration for status effects. Configured with the property "penetration" (1 = completely ignores armor).
  • Option to hide an item from the fabricator if you don't have the recipe for it by adding the attribute HideIfNoRecipe="true".
  • Fixed overriding a character variant that replaces the base character's texture (such as crawler hatchling) causing it to use the base character's texture instead.
  • Fixed animation triggers breaking animations if a modded character uses animations defined in a custom folder (as opposed to the default Animations folder).
  • Added StoreBuyPriceModifier to locations.
  • Fixed fabrication recipes where the only difference is that one uses an identifier and the other a tag getting assigned the same hash, preventing the item from loading.
  • Fixed statuseffect's "forcesay" making the message appear twice client-side in multiplayer.
  • Fixed inability to give stats (via items/talents) to non-human characters.
  • Changes to how the game differentiates between a "tags" argument in StatusEffects meaning either tags of the status effect, or setting the Tags property of the target. Previously the game tried to basically guess it, and sometimes got it wrong. Now the tags of the effect should be defined using the attribute "StatusEffectTags" and setting tags of the target should be done with "SetTags". The old "tags" argument is still handled the same way as before for backwards compatibility.
  • Added a "ConvulseAmount" setting to affliction effects. Makes the character shake/convulse similarly to late-stage husk infections.
  • Fixed StatusEffect's TransferAfflictions setting (which transfers afflictions to a new character spawned by the effect) transferring everything to the main limb.
  • Fixed StatusEffects targeting Contained being unable to access the ItemComponents of the contained items (they could only affect the properties of the Item instances).
  • Support for configuring monster-specific music tracks. Configured with the attributes “MusicType”, “MusicCommonness” and “MusicRangeMultiplier” in the character xml.
  • Support for forcing a music clip to play for a minimum duration of time, even if the situation changes to make it no longer suitable. Configured with the attribute “MinimumPlayDuration” in the sound xml.
  • Fixed husk appendage failing to attach correctly if another joint than the first one attaches to the character's normal limbs.
  • Fixed stores not updating in the current or adjacent locations when you enable a mod that modifies store items.
  • Fixed job-specific spawnpoints not working in the outpost deathmatch mode (doesn't affect the vanilla game).
  • Made the "dumpeventtexts" command (which collects texts from events, moves them to a text file and replaces the texts in the event with the appropriate tags) more usable for modding: instead of going through all event files and attempting to modify vanilla content, it now takes in arguments that lets you specify which files or folders you want it to process.
  • Improved crosshair accuracy by compensating for the barrel offset. Not very noticeable with vanilla weapons, but can be useful for mods that have weapons with a significant barrel offset.
  • Fixed skill modifiers in Wearables not working if the item is worn in multiple slots.
  • Fixed submarine upgrade categories being hidden if the category only contains items that can be swapped, but no “normal” upgrades that affect existing insta

Out now: Winter Update 2024

Hello everyone, and merry holiday season!

Our Winter Update has just been released, with various fixes, improvements and optimizations. Read more about the update in last week’s preview post and find the full list of changes at the end of this text.

Be sure to update your game to the latest version to be able to host and join multiplayer games. We hope these improvements will make playing more enjoyable, and that you have fun times in Barotrauma over the holidays!

We’ll still be around for a little longer and release a hotfix if needed, and after next week, we’re heading out for our yearly Christmas break. We wish everyone a beautiful and relaxing holiday season. See you again in January!

v1.7.6.0

Changes:

  • Added a "toggle run" input (so you no longer have to keep holding shift to run). Not bound to anything by default, but can be set in the settings menu.
  • Improvements to environment visuals: the inside of level walls fades to black to make the texture tiling less obvious when zoomed far out, improvements to the shapes of the level walls (more natural shapes, less long and straight wall segments).
  • Ruin scan missions show a progress bar indicating the status of the scans.
  • Made dry or partially dry rooms more common in wrecks.
  • Option to change the sound of the alarm sirens to a claxon horn sound (the "traditional" AWOOGA-AWOOGA submarine alarm sound).
  • "giveaffliction" console command now auto-completes identifiers as well as names.
  • Reworked Berilia (kudos to WJohnston): layout improvements, added a bottom docking port, more windows, replaced cameras with searchlights, simplified battery setup and increased reactor output, minor visual improvements and a lot of miscellaneous tweaks.
  • Reworked Kastrull drone (less ugly, a little sturdier, the ballast can be accessed through a hatch).
  • New playstyle banners.
  • Added an option in the settings to launch the game on a specific display.
  • Option to refresh the available audio devices (both playback and input devices) in the game settings. The game should now also automatically attempt switch to another device if the current one is disconnected. However, whether this can be done automatically can depend on the audio device, driver and the operating system, and in some cases it may be necessary to choose a new device manually from the game settings.
  • Made electrician's goggles easier to get (spawns as a part of the sub's initial supplies, can be purchased from outposts, doesn't require fulgurium to fabricate). The goggles are intended to help less experienced engineers get a hang of wiring in particular, so it doesn't make sense for them to be so difficult to get.
  • "Safe rooms" are no longer indestructible in beacon stations (felt confusing, especially when it wasn't apparent from the look of the walls).
  • One new research outpost events to foreshadow the longer ruin event chain.

Optimization:

  • Rendering optimizations that should give a major performance boost to situations in which there's lots of structures visible.
  • Changes to the physics engine to improve collision detection performance. In technical terms, the game now disregards potential collisions between things that can never collide (such as two characters and most items) much earlier in the collision detection logic.
  • Significant optimizations to memory usage. These will mainly reduce load times and lag spikes as the game needs to do less cleanup to free memory that's no longer needed by the game.
  • Optimized character ragdolls (building them out of simpler collision shapes).
  • Optimized LevelTriggers (things in the level that can react to objects and apply effects to them, such as water currents).
  • Optimized the logic for refreshing the positions of items that are inside a moving inventory (such as a character's inventory).
  • Miscellaneous optimizations to things such as explosions, AI logic when a bot is operating a turret, psychosis effects, idling NPCs' AI.
  • Text rendering optimizations.
  • Optimizations to periscopes, chairs and other items that force the character to a certain pose.
  • Optimizations to piezo crystals.
  • Optimized lighting in the nightclub module.
  • Minor miscellaneous optimizations to the physics logic, such as simplifying math and the way positions of entities are set.

AI:

  • Fixed bandits occasionally failing to power up the beacon station they reside in.
  • Fixed non-humans enemies not firing ranged weapons if there's a dropped riot shield (or other "blocking" item) in the way.
  • Fixed bots sometimes getting stuck walking towards a door if the button/mechanism for opening the door is somewhere far away the bot can't reach.
  • Fixed bots and husks being unable to enter Barsuk, Camel and Remora through the airlock.
  • Fixed bots being unable to enter through Camel's bottom hatch.
  • Fixed bots spotting characters that should be indetectable by AI (e.g. camouflaged Mantises).
  • Fixed some bot dialog using the "technical" names (e.g. Mudraptor_passive) of characters instead of the proper display name.

Multiplayer/networking fixes:

  • Implemented lag compensation for hitscan weapons. Should make cases of shots seemingly landing client-side just for the health to rubberband back shortly after significantly less likely. The issue had to do with the lack of lag compensation by the game: a client might fire exactly at a monster, but when the server found out about that shot some fraction of a second later, the monster might've moved and the server would consider the shot to have missed. Now the server takes the latency into account, and checks if the shot would've hit at the point when the client fired the gun. The maximum amount of lag compensation is currently 150 milliseconds, but this can be changed in the server config with the setting "MaxLagCompensation".
  • Improvements to syncing character positions (further reducing issues such as shots missing): fixed a bug that caused minor inaccuraries in character velocities between the server and clients, and made the clients better at extrapolating positions while waiting for the next positional update from the server.
  • Fixes to syncing ragdolled characters' positions. Should fix corpses and unconscious characters often getting stuck in a glitchy state around platforms, rubberbanding up and down.
  • Fixed inability to disable Steam authentication for LAN play if the server is connected to Steam.
  • Fixed clients sometimes choosing an incorrect biome in the sandbox, mission and PvP modes, leading to a "level equality check failed" error at the start of the round.
  • Fixed character occasionally teleporting out of the sub for a split-second in multiplayer, particularly when the sub was travelling fast during bad networking conditions.
  • Fixed occasional crashes with an error message about "SpamFilter.IsFiltered" after getting disconnected from a server and kicked back to the server list.
  • Fixed "herpes threshold" server setting doing nothing (should determine how low a player's karma needs to drop for them to contract space herpes).
  • Fixed networking errors when multiple clients have died during a permadeath round, and you attempt to continue to the next level.
  • Fixed loot that can only go in specific kinds of inventory slots (e.g. mudraptor shell) failing to spawn in the monsters' inventories if they don't have slots of the correct type.
  • Fixed occasional "entity event data exceeds the size of the buffer" errors. These happened when the server failed to write a network event for some item (in which case the server should've just skipped that event), which can be caused by issues in mods for example.
  • Fixed other clients not seeing creature attacks if the creature is being controlled by a player.
  • Fix to clients often getting stuck behind closing doors in MP despite the character seeming to make it through in time client-side.
  • Fixed server lobby sometimes appearing empty/nonfunctional when clients join a server. In technical terms, this happened when the lobby's update ID had reached a very large value, which could happen if the server has run for a very long time or if there's been some issues that have caused the server to create a very large number of lobby updates.
  • Fixed PvP outpost setting causing unnecessary server lobby updates (even when the PvP mode was not selected), potentially leading to the lobby becoming unusable due to the issue described above.
  • Fixed flipping monsters behaving inconsistently in multiplayer when controlling a monster: other clients saw the monster facing in the position of the cursor, even if it hadn't turned at all at the end of the client controlling it.
  • Fixed "ignore" and "unignore" orders not working on stacks of items in multiplayer (just marking the first item in the stack).
  • Fixed components inside a circuit box losing their settings when saving the game while the box is in a player's inventory.
  • Fixed moving an item UI potentially moving it outside the screen on other clients' screens when using different resolutions.
  • Fixed clients syncing the selected outpost PvP setting unnecessarily to the server when a non-PvP mode was changed. When there were no outposts to select from, the clients would think the setting has changed (since the selected value of "nothing" doesn't match the server setting), and send the value. This could potentially have caused the reported issue of multiple admins constantly changing settings and messing up the lobby.
  • Fixed clients sending the value of the win condition slider too eagerly (whenever it moves, as opposed to when it's released). Also changed it adjust in steps of 10 for a little nicer values.
  • Fixed occasional "Unexpected error" console errors when the game attempts to unlock an achiement on the Epic Store or with EOS crossplay enabled.

Extra logging for diagnosing networking errors:

  • Mention the entity that caused an error to be thrown when reading a network event, and the content package that entity is from (makes it easier to tell when the error is caused by some specific mod).
  • Improved logging of the "event count very high" errors: mention the content package the events are from if they're non-vanilla, log the errors client-side too. We are suspecting the occasional "expected old/removed event" disconnects could be due to the server creating so many events the clients can't keep up, and this should give us some more clues for diagnosing the issue.
  • Added more info to the "component event creation failed" error messages, the errors are logged into GameAnalytics.

Balance:

  • Each successive use of the Mindwipe item increases the penalty to talent points, making it more costly to use it to "farm talents" by repeatedly unlocking talents that unlock other talents or give extra talent points.
  • XP gain balancing: the XP is no longer directly tied to mission rewards, but adjusted based on the difficulty of the mission.
  • Lowered cost of high-skilled NPCs to hire. High reputation with Coalition or Separatists results in more cost-effective hires.
  • Tweaks to monster nest missions: higher reward (as they're some of the riskiest missions in the game) and less monsters in SP (in MP it's the same amount).
  • Campaign setting for adjusting the XP gain rates.
  • Higher XP gains in later biomes.
  • Concussions wears off faster.
  • Beds are a bit more effective for some afflictions like nausea and drunkness.
  • Added chem addiction and chem withdrawal reduction to beds/bunks.
  • Reduced how fast chem addiction and chem withdrawal build up.
  • Reduced the amount of devices you need to repair to get the effects of the "Machine Maniac" talent.
  • Health scanners spawn as a part of the sub's initial supplies, not given to every respawning medic (a too easy source of free resources).
  • Deconstructing headsets no longer yields materials (a too easy source of free resources).

Fixes:

  • Fixed choosing "retry" in the pause menu after you've started playing from a backup save loading that same backup save instead of the most recent save.
  • Fixed relay components not passing power until they've been toggled on and off.
  • Fixed ability to sell the 2nd gene of a combined genetic material in stores.
  • Fixed combined genes appearing untainted if the 2nd gene is tainted instead of the 1st one.
  • Fixed NPCs still offering services (stores, submarine upgrades, etc) despite their faction being hostile to you, leading to weird situations where you could be trading with a merchant who's actively trying to run away from you.
  • Fixed Artie Dolittle continuing to follow you if you refuse to hire him.
  • Fixed "Miracle Worker" talent keeping husks from dying if you're friendly with husks (e.g. because you're wearing Zealot Robes).
  • Fixed alien turrets not working properly in mirrored ruins (they were using circuits with hard-coded turret rotation angles, which broke in mirrored ruins).
  • Fixed alien turrets set to auto-operate failing to fire inside hulls.
  • Fixed auto-operated turrets trying to fire at monsters inside ruins.
  • Fixed signal components being automatically placed inside circuit boxes in your inventory when you purchase them while there's no free slots in your inventory.
  • Fixed holes on overlapping walls multiplying flooding rates (a hole was created on all of the walls, and they'd act independently of each other).
  • Fixed lights being visible on contained items (e.g. handheld sonars in cabinets) in the sub editor.
  • Fixed crashing when attempting to give contextual orders to a defense bot (i.e. when middle-mouse-clicking a defense bot).
  • Reactors attempt to rapidly adjust to the load in the first 5 seconds of a round, during which time junction boxes don't take damage from overvoltage. Intended to address overvoltage in cases where the reactor is outputting a lot of power, and the load suddenly drops when a new round starts (e.g. due to the engines powering down).
  • Fixed alien devices (or more specifically, items with a static physics body) shifting from their original position when loaded for the first time if they're used in a normal sub.
  • Fixed "Crusty Seaman" talent giving characters medical skill as it heals the character's bleeding.
  • Fixed certain level resources (e.g. piezo crystals) facing the wrong way on level walls.
  • Fixed certain elements in the debugdraw view (submarine borders, damage texts on walls, gaps, water level indicators on hulls, lines pointing to walls enemies are targeting) "twitching" when the sub moves.
  • Fixed headsets purchased with immediate item delivery getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
  • Fixed headsets whose fabrication was started on the previous round getting assigned to an incorrect team, preventing them from communicating with the headsets of the rest of the crew.
  • Fixed pets (including defense bots) spawned in an outpost being assigned to the "friendly NPC" team, which would e.g. mean that they wouldn't attack the enemy team in the PvP mode.
  • Fixed PvP outposts sometimes spawning as alien ruins.
  • Fixed multi-tools detaching detonators (the multi-tool is not intended to detach any items, because that would conflict with the repair functionality).
  • Fixed unopenable hatch at the top of ResidentialModule01_Colony (rarely caused any issues in the vanilla game, because other modules almost never attach on top of that module).
  • Fixed Terminal component's Readonly field not working when it's set in the editor (only if the item is by default set to readonly).
  • Fixed large hardpoints not having the "set_auto_operate" and "toggle_auto_operate" inputs.
  • Fixed components being attachable inside walls/floors in some subs.
  • Fixed broken junction boxes sometimes zapping players despite seemingly not being powered.
  • Improved thalamus brain spawning to prevent it from ending up in dry rooms, and dying if it does:
    • Avoid spawning in rooms with doors, hatches or duct blocks.
    • The brain no longer dies in dry rooms.
  • Fixed mudraptor beak from mudraptor genes showing through exosuits and other wearable items that should hide the character's head.
  • Fixed bandoliers not going in cabinets' "container slots".
  • Fixed "man and his raptor" mission failing if you don't speak to the man and spawn the mudraptor.
  • Fixed wrecked doors and hatches not being weldable.
  • Fixed the hover text saying that you can "open" or "force open" a door when it's already opened.
  • Waypoint fixes in Camel.
  • Fixed 'Traveling Tradesman' sell bonus not working.
  • Fixed chat-linked wifi components sometimes failing to receive messages from the chat (most often in circuit boxes?). Had to do with the order in which the headsets and wifi components are created.
  • Fixed conversation prompts not blocking conversations from other events if you've moved past the initial prompt (e.g. answered the first question and gotten a follow-up).
  • Fixed treatment suggestions not being shown on some afflictions (e.g opiate addiction). Happened because we used the same thresholds to determine if bots should treat the affliction and to determine if the suggestion should be shown.

Modding:

  • Added AddScoreAction: can be used to make scripted events modify a team's score in the PvP mode, which should open up a lot of new possibilities for custom PvP mission types.
  • Added RangedAttackMultiplier stat type.
  • Beacon stations are no longer automatically damaged, but instead are only damaged through the DamageBeaconStationAction in ScriptedEvent. Recommended (and default) setting for beacon stations is to enable all three: Allow damaged walls, Allow damaged devices, Allow disconnected wires.
  • Fixed ragdolls failing to load when inheriting creatures whose ragdolls are not in the default path ("Ragdolls" folder inside the character's folder), but e.g. defined using a direct path to a ragdoll file in the character's or some other character's folder.
  • Added option to set the handle positions (Handle1 and Handle2) of a holdable item using status effects.
  • Fixed character variants failing to load the correct texture for limbs that use a different texture than the rest of the ragdoll (e.g. the alien bits on a variant of the Cyborgworm).
  • Fixed WaitForItemUsedAction not working if there's multiple instances of the same scripted event active at the same time.
  • Fixed characters' damage overlays not being affected by the ragdoll's texture scale.
  • Fixed stacking ability resistances past 100% making the resistance negative.
  • Fixed texts with color tags not working in some UI elements: fabricator, sub editor, store, speech bubbles.
  • Made the game load the vanilla human ragdoll (or in the case of monsters, crawler ragdoll) if loading a modded character's ragdoll fails. Should make it easier to diagnose and address issues in the character configuration.
  • Fixed hair and other "wearables" in character portraits (in the bottom-right corner and the health interface) getting misaligned if they use a different origin or sourcerect than the head sprite.
  • Fixed health multipliers defined in a HumanPrefab not working.
  • Fixed crashes when a PvP outpost contains shuttles or other moving parts.
  • If an item variant inherits a sprite without the full texture path from the base item, it uses the texture path of the base item instead of that of the variant. Fixes mods being unable to create variants of things like diving suits without reconfiguring all the sprite paths.
  • Fixed character variants overriding the targeting parameters of the parent character incorrectly: just overriding the parameters in the order they're defined in, as opposed to overriding a parameter with a matching tag.
  • Status effects can make a character say a line in the chat: used by adding a subelement called forcesay, with the attributes "message" and optio

Hotfix v1.6.19.1 for the Unto the Breach Update

Hello everyone!

We have just released the second hotfix addressing additional issues in the Unto the Breach update. Make sure to update your game to the latest version, and see the list of changes below.

v1.6.19.1

  • Fixed chat input box getting cleared whenever someone changes their team, or when the game mode or team selection mode changes.
  • Fixed stun resistance PvP setting doing nothing.
  • Made Crimson Acid less powerful against large monsters.
  • Fixed everyone's name tags being shown in red until you spawn when you join a campaign mid-round.
  • Fixed stackable items with a non-default quality (e.g. grenades) failing to stack in the fabricator's output slot, instead just falling to the floor.
  • Fixed very large PvP outposts often clipping into the level walls.
  • Fixed decorative structures such as background walls not showing up on hostile (non-player) subs in multiplayer.
  • Fixed "giveitem" command crashing the game when used with no arguments.
  • Fixed Gravity Flak Shell's "gravity pull effect" being affected by gravity.
  • Fixed Fulgurium Batteries sometimes spawning automatically in tools at the start of a campaign.
  • Changed cargo scooter recipe to be more consistent with the normal scooter recipe (Underwater Scooter + x2 Ti-Al Alloy).

Modding:

  • Fixed freezes / lag spikes in multiplayer when a scripted event uses StatusEffectAction when there's lots of mods with custom events enabled.

Hotfix v1.6.18.1 for the Unto the Breach Update

Hello everyone!

We have just released the first hotfix to address issues that have been found since the Unto the Breach update. Find the list of changes below, and make sure to update your game to the latest version!

v1.6.18.1

  • Fixed several issues when the server rejects a name change due to a client trying to change their name too often: the server would start spamming the "can't change name" message, team and job preference selection would stop working too, and the game would crash when attempting to open the job preferences.
  • Fixed equipped genes becoming tainted if you die due to disconnection.
  • Fixed kill/death counters not working in the Sub vs. Sub PvP missions.
  • Fixed gravity spheres not rotating in the sub editor.
  • Fixed current generators not getting properly mirrored in ruins in mirrored levels.
  • Fixed spawnpoints for escorted characters and prisoners not working.
  • Fixed crashing if an AI character's husk infection is removed when they're using a ranged weapon.
  • Fixed psychosis effect persisting if you leave the outpost midway through the "minds unraveled" event.
  • Fixed night club merchants spawning in outposts without a night club.
  • Fixed night club merchants not selling beer or rum (literally unplayable).
  • Fixed bots cleaning up live grenades.
  • Fixed server getting stuck in an infinite "restart loop" if autorestart or starting when everyone is ready is enabled and the selected perks are not suitable for the selected sub. The server would just attempt an immediate restart if the players wanted to cancel and reselect the perks.
  • Fixed "All" option not working in the server browser's language filter dropdown.
  • Fixed Raate Colony pvp map missing hulls near upper turrets.

Modding:

  • Fixed outpost generation parameters that reference non-existent NPC prefabs causing a crash during outpost generation.

Out now: Unto the Breach Update

Hello everyone!

The Unto the Breach update has just been released. Be sure to update your game now for…

  • Fully overhauled PvP mode with two new mission types, new maps and a slew of other improvements.

  • Improvements to alien ruins: new modules, traps, puzzles and events.

  • Rebalanced gene splicing system and new craftable dementonite items.

  • Three new Husk enemies: the Exosuit Husk, Husk Prowler and Husk Chimera.

  • 36 new outpost modules.

Read more about the update in last week’s preview post and find the full list of changes at the end of this post. Once more unto the breach!

v1.6.17.0

`PvP and combat:

  • Added outpost deathmatch mission type. Teams spawn at different sides of a colony, and need to get x kills to win (configured using a slider in the server lobby). There are periodic weapon/ammo drops around the outpost. The ammo drops spawn more destructive weapons and ammo as the round progresses.
  • Added "king of the hull" mission type. The teams must stay in control of a beacon station for x seconds to win (configured using a slider in the server lobby).
  • Separatists spawn with different gear in the PvP mode to make it easier to differentiate between the teams.
  • New settings for the PvP mode: multiplier for stuns, option to disable monster and wreck spawns.
  • Added a perk system that can be used to purchase perks such as extra gear, turrets, submarine upgrades and talents for PvP and mission rounds.
  • Added "boarding pod", an item you can go inside and launch through a depth charge tube. The pod penetrates through submarine walls, allowing rapid boarding of enemy subs.
  • Added railgun and coilgun harpoons. Can be used to reel enemy subs and other large targets closer to your sub.
  • More options for controlling the team assignment logic in the PvP mode:
    • Split team choice logic into two modes: Player Preference (the old behavior) and the new Player Choice mode (players are free to choose their team).
    • Added a server setting for auto-balance threshold (how big of a difference there can be in team sizes before the server forces them to be rebalanced).
  • Option to send chat messages only to your team in the server lobby. Only works when Player Choice mode is enabled (because in the Player Preference mode the teams aren't known in the lobby yet).
  • Three new background music tracks for the outpost deathmatch mode.
  • Option to select the outpost in the outpost deathmatch mission type (or any modded mission type that supports selecting the outpost).
  • Show the opposing team's names as red, even when spectating (previously separatists were always red when you're not controlling a character).
  • Name tags are more visible in PvP (they're no longer hidden when the character is in a different room, nor faded out when the cursor is not near the character).
  • The team you're on is shown above the crew list.
  • Option to choose different submarines for both teams.
  • Sonars display the approximate position of the enemy submarine in sub vs sub PvP missions. Can be disabled from the server lobby.
  • PvP mode levels are much smaller, making submarine vs submarine matches faster.
  • Stun weapons reworked and now cause movement spasms before stunning.
  • Flamers can set characters on fire.
  • Grenades can be "cooked" (pulling the pin to trigger a timed explosion) by pressing E while holding one.
  • Stun grenades blind and deafen the target for a while.
  • Incendium grenades no longer set the whole room on fire; instead, they start a more localized fire that can also set characters on fire.
  • Acid grenades now spread gas around a bit more.
  • Detonators now get damaged by explosions and always have a 0.2 second delay before triggering and made them craftable
  • Added a timed detonator variant that can be set to explode with a 0-60 countdown, which doesn’t require wiring to use.

Alien ruins:

  • New modules: shrine, research facility, current generator room and workshop.
  • Updated all alien ruin modules: new puzzles and traps, improvements to old puzzles, visual improvements.
  • New lore-heavy three-part event chain that takes place in research outposts, and progresses when ruin missions are completed.
  • Made walls and doors much harder to destroy to encourage getting past the puzzles and obstacles in other ways.
  • Added a weaker version of the ruin walls, to be used in specific spots in the ruins.
  • Alien power cells can be charged in alien generators.
  • Most alien devices are now destructible.
  • Alien terminals have been reworked to send out a signal when there's a trinket inside: can be used for creating puzzles that require keeping the trinket in the terminal, meaning you can't just reuse the same trinket for every terminal but need to think about where to place it at any given time.
  • Improvements to alien device sprites.
  • New alien containers/storages: alien assembly device, alien storage vat and alien sample display.
  • New alien devices: alien current generator and alien toxins generator.
  • New decorative alien structures.
  • Additional loot spawning to chests and other containers, making exploring ruins more worthwhile and especially expands the ability to pick up (unidentified) genes along the way.
  • Fractal guardians were given additional guardian-only pathways and doorways in ruins, so they can navigate through the modules more effortlessly.
  • Alien turrets deal significantly more damage.
  • Alien generators indicate more clearly when they're enabled or disabled (adjusted the lights).
  • Alien current generators show more clearly (with bubbles) that they're enabled, pushing the player back.
  • New alien module: workshop. Introduces repair pods where guardians can hide in.

Husks:

  • Three new husk variants: Prowler, Exosuit and Chimera.
  • Improved the appendages (ovipositors) coming from the husks’ mouths.
  • There's a chance that corpses in wrecks are husks.
  • Husks can play dead.
  • The amount of husk infection resistance given by e.g. antibiotics stays constant over the duration of the meds. Makes the effects of the meds a lot more intuitive / predictable.
  • Significantly buffed calyxanide damage on husks.
  • Fixed failed calyxanide injections not doing anything (happens occasionally when the medical skill is low enough). Now applies halved duration instead, like on other poisons/meds.
  • Added minor burn reduction on all husks allowing them to (slowly) recover from burn wounds.
  • Cultist robes require less reputation to buy, Zealot robes require more.
  • Zealot robes no longer block transformation. Full husk transformation immunity was too powerful, which made husk genes and husk symbiosis much less valuable.

Gene splicing:

  • Various changes to gene splicing to make it easier to refine genes, swap between different types of genes at will, and make tainted genes more useful (rather than something that's essentially "permanently ruined"):
    • Removing genetic materials from a splicer doesn't destroy the material.
    • Combining genes can remove taints if one gene is 100% pure.
    • Dying with genetic materials equipped taints the material.
    • When refining genes, the lower quality gene's quality now affects how much it will improve the quality of the higher quality gene - meaning that using higher-quality genes for refining is more effective than low-quality genes.
  • Changed the husk immunity genes to instead slow down the infection at lower quality to make higher quality husk genes actually worth getting.
  • Mudraptor gene quality affects the damage and damage protection of the beak.
  • Spineling gene quality affects the damage done by spineling spikes.
  • Effects from gene splicing aren't shown on health scanners (which made it difficult to see the relevant afflictions when treating someone).

Optimizations:

  • Optimizations to character creation. Reduces the lag spikes when players respawn.
  • Optimized the way afflictions apply overlays to limbs (had an unnecessarily large performance impact when there were lots of characters with a large number of afflictions).
  • Minor optimization to the way items in a characters' inventory stick to the position of the character.
  • Minor UI optimizations.
  • Improved performance when debugdraw is enabled.
  • Minor optimizations to level wall rendering.

Talent changes and fixes:

  • Reworked Europabrew to be more of a double-edged sword: it's a cheap cure for any poison, but it also increases ALL types of damage taken (works on monsters too!), not just acid damage.
  • Fixed "Extra Powder" talent not affecting depth charges.
  • Fixed weapons skill gain and medical skill gain from certain talents working the wrong way around.
  • Sulphuric Acid Syringe recipe changed and renamed to Crimson Acid. Now causes a very significant slow and much more damage over a longer duration.
  • "Macrodosing" talent had acid burn damage boost removed, but increased the amount of poison applied, making it much easier to poison big enemies.
  • "What A Stench" talent had acid burn damage bonuses reduced, to allow acid burn weapons to be stronger even for those without these specific talents.
  • Buffed "Modular Repairs" talent: repair pack is now a "multitool", essentially a combination of a screwdriver and wrench which repairs slightly faster, and is no longer consumed when used. The talent also gives one free "Modular Repairs" submarine upgrade.
  • Differentiated the "Art of Submarine Warfare" book given by talents from the one you can purchase from outposts (different names and sprites). Previously these looked identical, and it seemed like a bug when they didn't stack and gave a different amount of skill.
  • Fixed "War Stories" book seemingly giving no skill increase sometimes. The amount of skill the book gives is proportional to the number of kills the "author" of the book got, and diminishes the higher the reader's skill is. That meant the book sometimes increased the skill by less than 1 (only making it progress toward the next level), which didn't cause a skill increase notification to pop up.
  • Fixed "Bounty Hunter" and "Logistics Expert" not showing the additional reward in UI in multiplayer.
  • Fixed "Tasty Target" still making characters super loud (and visible on the sonar).
  • Fixed "Lightning Wizard" talent description not mentioning it only affects melee attacks.
  • Fixed reputation gain bonus from the "Protect and Serve" talent being multiplicative, meaning you could get ridiculous amounts of rep if you have multiple security officers with the talent.
  • Fixed "Mule" talent not working with physicorium bars.

Miscellaneous changes and additions:

  • 2 new research modules.
  • 3 new medical modules.
  • 2 new security modules.
  • 6 new admin modules.
  • 4 new crew modules.
  • 4 new docking modules.
  • 4 new engineering modules.
  • 4 new clown modules.
  • 2 new Church of Husk modules.
  • New bath house and nightclub modules.
  • 3 new storage modules, with 4 new events (providing extra loot and some potential challenges).
  • Added module ‘probability’, meaning some optional modules (such as storage modules) do not always spawn.
  • New "gravity shell" ammo types for railgun and flak cannon. Fabricated from dementonite.
  • New "mindsense" item that temporarily gives you the ability to sense living characters through walls. Fabricated from dementonite.
  • Clown crates can be carried with a character inside.
  • Jukeboxes play music, the track can be changed by interacting with the jukebox. Also added new "speaker" items that work the same as jukeboxes.
  • 7 new achievements:
    • Get Out Alive: get through the entirety of the Cold Caverns without losing your character in permadeath mode.
    • The Abyss Beckons: lose a character in the permadeath mode.
    • King of the Hull: win a PvP King of the Hull mission.
    • Hide And Seek: kill a Cave Mantis.
    • Ancient Novelty: destroy an alien terminal using alien curio.
    • What Smirks Below: kill a psychoclown on a beacon station.
    • Europa's Finest: complete a campaign in ironman mode in multiplayer!
  • Added the ability to load saves from back-up save slots, rather than just one save slot per campaign (allows going back further into the past, to avoid getting stuck).
  • Disabled portable item finders working outside of the player subs. The intention is that they can't be used as a map of unknown places. Can be adjusted in xml for modding.
  • Some new stair variants.
  • Made the water ambience sounds inside the sub a little more quiet.
  • Adjusted the low pass filter that muffles audio that's coming from far away or from behind obstacles: the sounds are now muffled more heavily.
  • Made the ping estimations in the server list more accurate. They are still not perfect, because due to the way SteamP2P works (with the connection potentially getting relayed through Valve's intermediary servers), it can be hard to determine the ping in advance without actually connecting to the server.
  • Adjusted railgun shells and depth charges to show the 'explosives' icon. Other items can still be placed into them, but most don't actually do anything. This should help players to understand it's mainly intended for explosives.
  • Adjusted the names and descriptions of turret ammunition, to be more clear (and more easily searchable) on what turret they're used with.
  • Circuit boxes can be set to require a specific ID card tag to access.
  • The docking circuit boxes in vanilla subs require a captain's ID card to access.
  • One-handed riot shields (to make them actually useful!).
  • Added "surveillance center" item which can be connected to multiple cameras, which can be toggled through with buttons on the UI. There's an example item assembly showing how to connect the center to multiple cameras using the new output selector components.
  • Output selector component (the technical term is "demultiplexer"). A component that has one input connection, and multiple output connections, and allows you to choose which of the output to send the input signal to.
  • Input selector component (the technical term is "multiplexer"). A component that has multiple input connections, and one output connection, and allows you to choose which of the input signals should be forwarded to the output.
  • Made the sound effects and camera shake a lot more noticeable when approaching crush depth.
  • Option to make circuit boxes require a specific ID card to access.
  • Removed the restriction of 2 security officers and 2 medics per crew in multiplayer.
  • Spectators can focus the camera on a character by clicking on one on the crew list.
  • Easier testing of outpost modules in the sub editor: when launching the test mode with an outpost module that's suitable for some outpost, the editor generates the whole outpost as opposed to just the single module.
  • Higher-res collider indicators (visible in the character editor and when debugdraw is on).
  • Adjusting the audio level sliders changes the volume immediately (as opposed to when you click "apply") to make the volume easier to preview.
  • Added options for renaming and deleting local mods.
  • Added an option to copy a workshop mod to a local mod.
  • Fixed the context menu's "unsubscribe" button not working.
  • Copying a waypoint while holding Ctrl automatically links it to the original waypoint in the sub editor.
  • Option to choose the level difficulty in the level editor.
  • Crush depths for different levels of hull upgrades are visualized in the level editor.
  • Fixed BrokenSprites not showing up in the sprite editor.
  • Ctrl+C copies the sourcerect of the selected sprite or sprites in the sprite editor.
  • The total mass of the character is shown in the character editor. Note that the masses don't correspond to any "real units", but they may be of use if you e.g. want to make some status effects affect large monsters.

AI:

  • Fixed an issue in the medic AI that made them often use suboptimal medicine when there were better options available. The issue happened when the medic didn't have the meds readily available: when they started searching for the sub for suitable meds, they would accept any of the 4 most suitable ones even if there were more suitable options available.
  • Medic bots no longer use saline to treat infections. Saline has such a minor effect on infections that the bots could end up wasting huge amounts of it.
  • Bots are now able to change the fuel rods on exosuits.
  • Fixed bots being too eager to use welding tools and plasma cutters as weapons.
  • Defense bots are now much better at navigating inside the sub, and they can open doors and use ladders.
  • Fixed defense bots always being friendly to all humans, regardless of the team.
  • Defense bots can now be told to unfollow by interacting with "E" (play). You can also tell someone else's defense bot to follow you.
  • Defense bots show a green light when they are following a target.
  • Monsters can now see and target searchlights.
  • Fixed escorted NPCs getting turned hostile by the negative side-effects of medicine way too easily.
  • Fixed security officers starting to consider everyone in the outpost as "belonging to another crew" after they've been alerted in a jailbreak mission, causing them to do constant security inspections on each other.
  • Fixed low amounts of poisoning making bots say the target is mildly injured and doesn't need treatment.
  • Fixed bots being unable to heal husk infections.
  • Fixed bots recharging fulgurium batteries as soon as they're below 100% condition.
  • Fixed bots being unable to defend themselves if they are holding an item that cannot be placed in the inventory, such as a cargo scooter or a box. Now they can put the item on their back or drop it when necessary.
  • Fixed bots trying to store items like HMG in cabinets instead of putting it on their back when they don't need it.
  • Fixed bots wearing both diving mask and diving suit when the suit has no oxygen left and when a mask would suffice.
  • Fixed bots using repair tools in combat from an incorrect distance.
  • Fixed bots sometimes getting stuck in a flooding room. Happened in situations where the centers of the nearby safe hulls were far away from the current room, e.g. if the rooms were very large.
  • Fixed bots refusing to fix small leaks when there are no diving masks available but there are diving suits that they could use.

Fixes:

  • Fixed "mission equality check failed" error when you join an ongoing campaign in which the players have selected missions in an outpost, but not departed yet.
  • Fixed "lock default wiring" server setting locking components in all circuit boxes (even ones placed mid-round).
  • Fixed headsets not working on characters spawned via console command.
  • Fixed iron man mode staying "partially on" when the checkbox is left ticked, and a respawn mode other than permadeath is enabled, causing e.g. character loss to not get reverted when restarting the round.
  • Fixed escort and cargo missions still sometimes leading to locations with no outpost. Now these missions should not be offered if there's no adjacent outposts.
  • Fixed the sonar marker sometimes disappearing in one of the levels at the end of the campaign if the player stays too long in the level.
  • Fixed dropping a melee weapon mid-swing leaving its hit detection active, causing characters to take damage if they touch it afterwards.
  • Fixed monsters being unable to walk/swim backwards in multiplayer, causing the animations to look off in the case of e.g. monsters that back off after attacking.
  • Fixed mineral scanners working without power.
  • Fixed some faction events getting stuck when you choose the "ignore" option in the dialog.
  • Fixed wrecked coilgun loader still using the old sprite (that doesn't look like the normal loader).
  • Fixed lower docking port not being connected to the power grid in Camel, Orca 2, R-29 and Remora.
  • Fixed chitin being damageable.
  • Fixed beacon stations being often positioned in a different spot i

Hotfix v1.5.9.2

Hello everyone, we've just released an extra hotfix to address two issues which have caused problems recently:

v1.5.9.2

  • Fixed an exploit that allowed clients to crash servers when hosting through SteamP2P.
  • Fixed crashing when loading a save in which a character has a deconstruct order and an item marked for deconstruction is outside hulls.

Hotfix v1.5.9.1 for the Summer Update

Hello everyone!

The second hotfix to address issues found in the Summer Update has just been released! After this update, we're off to enjoy our summer holidays, but don't worry - we'll be back in action in August.

Have a great summer everyone!

v1.5.9.1

  • Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you.
  • Fixed some thalamus items being hidden for no reason in some wrecks.
  • Fixed "assault enemy" order not working in abandoned/enemy outposts.
  • Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients.
  • Players are allowed to rename the character they take over in the permadeath mode.

Modding:

  • Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player.

Hotfix v1.5.8.0 for the Summer Update

Hello everyone!

We've just released a hotfix to address a few issues with the latest update.

v1.5.8.0

  • Fixed crashing when killing a defense bot or a leucocyte.
  • Fixed directional flak ammo box still being carried with 2 hands.
  • Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections.

Out now: Summer Update

Hello everyone!

The Summer Update has just been released. It includes the new Permadeath and Ironman game modes, monster-attracting voice and text chat, bot AI fixes and improvements, multiple quality-of-life additions and a long list of fixes.

Read more about the update in our previous post and see the full list of changes below.

Make sure to update your game to the latest version to be able to join and host servers. Have a great summer everyone, we’ll see you again after our vacations!

v1.5.7.0

Changes and additions:

  • Added a new, optional, permadeath mode in the multiplayer campaign. When your character dies, they stay dead, along with all their XP and talents. You will have to acquire a new character to respawn and continue playing. This can happen in two ways: you can wait to hire a new character for yourself from the next non-hostile outpost, or take control of a bot to resume playing right away.
  • Added a new, optional, iron man mode in the multiplayer campaign for those looking for an insane extra challenge. Players who have died in Ironman mode can only spectate, and hope that the rest of the crew will make it.
  • Added a new wreck mission: clear Thalamus.
  • Added more beacon stations with bandits.
  • Added giving items to others by dragging and dropping. It's always enabled when targeting pets and bots (on the same team), but can also be enabled in the server settings for targeting players.
  • Added a slider at the bottom of the tab menu that allows you to set the salary of all crew members whose salary has not been manually set, and also determines new characters salary for late joiners.
  • Added support for new outputs in item containers:
    • "contained_conditions" (sum of the conditions of contained items)
    • "contained_conditions_percentage" (sum of the condition percentages of contained items)
    • "contained_items" (total number of contained items)
  • Turret auto operate settings now transfer to the other turrets that are swapped in place of the original.
  • Turret auto operate functionality can now be enabled or disabled with signals.
  • Reduced the minimum length of the outpost hallways. Should get rid of the horizontal hallways and reduce the length of some vertical hallways.
  • Monsters can now hear when the players are using the text chat and in-game voice chat.
  • Changes to carrying turret ammunition:
    • Can now be carried with one hand, instead of requiring two.
    • Each shell/box now slows the character by 20%.
    • Adjusted the hold positions.
  • Made small and medium mudraptor eggs glow the same way as the large version. The small version can now spawn in mudraptor nest missions, and they're extremely difficult to find without the glow.
  • Improved the hireable husks and clowns. Added titles, made the gear more appropriate, and added high-level versions of the NPCs.
  • Optimization: Fixed medical clinic UI refreshing and the server sending updates to clients whenever the number of afflictions on a character changes (which can in extreme cases be several times per frame).
  • Pumps and engines now deteriorate faster when being operated at full power for a while.
  • Changes to the highlighting to make it easier to interact with items near pets.
  • Made combat diving suits and slipsuits reduce visibility less than the other suits.
  • Added support for hosting servers in a local network without a connection to Steam or EOS. You need to set requireauthentication="false" in the server config to allow clients to join without Steam/EOS authentication.
  • Updated Crawler and Crawler Husk textures to a higher resolution.
  • Changed the logic of assigning jobs for the bots in the multiplayer game mode. Previously the jobs were assigned based on the number of spawnpoints for that job in the sub, now the game instead tries to distribute jobs evenly to the bots.
  • Changed the logic of generating hireable characters in the outposts:
    • All outposts now offer at least one hireable for a given job, if that job is missing from the crew.
    • Added medics, security and captains as hireables in mines.

Balance:

  • HMG has less severance chance and always applies a slow to characters, rather than just when carried in hands.
  • Assault Rifle magazine size is now 30, up from 20.
  • Flamer and Prototype Steam Cannons are better as weapons when used with Incendium Fuel Tank.
  • Lead and Uranium can now be launched with the Scrap Cannon too, increased the Scrap Cannon damage with some materials.
  • Auto-Shotgun is now less accurate than the Riot Shotgun.
  • Grenade Launcher can now hold 6 grenades, and fires faster.
  • Bandolier is now held in the bag slot, replacing the Toolbelt/Backpack but only accepting munition-type items (includes grenades).
  • Reduced bonuses given by money-related talents of the Captain's "Politician" tree. Stacking all bonuses was too effective.
  • Adjusted Captain's "Politician" talent tree.
  • Fixed the talent "Your reputation..." not giving double money for cities.
  • Minor speed buffs to Combat Diving Suit, PUCS, Slipsuit (only when swimming).
  • Added a bit more level generation variation to later biomes.
  • Changed the Great Sea a tiny bit in appearance (tweaking the chunks available).
  • Fixed some XML oversights, some plants had 0 commonness in all biomes and thus never appeared (for seemingly no reason).

AI:

  • Outpost NPCs now blame the character who equipped a diving mask with welding fuel inside it for the deaths caused by it.
  • Security bots don't inspect characters for stolen items in the first 30 seconds of a round. Prevents "unfair" inspections you have no chance to react to if you happen to spawn right next to a security NPC with stolen items on you.
  • Outpost guards will now hold fire for a while, give two warnings, and after that attack the target, unless it complies (e.g. by ragdolling). They still prefer stun weapons while trying to arrest, but can also use lethal weapons, unless the target is on the same team.
  • Targets that have escaped, resisted being arrested, or acted aggressively, will now be considered as criminals. Criminals will be immediately arrested with no warnings, if they do something illegal. The criminal status persists only for one round.
  • The outpost guards should now also always confiscate all weapons and stolen items when they arrest a target. Previously this happened inconsistently.
  • Fixed outpost security guards only attacking thieves when they can stun the target.
  • Fixed outpost guards not letting go of the target they’re inspecting for stolen items when their objective changes (e.g. when someone is attacked).
  • Fixed inconsistent guard reactions on interacting with handcuffs. They are now always considered illegal items, unless equipped (handcuffed).
  • Fixed/changed: guards can now follow the player to the player sub. They will now wait for a while, after which they'll return back to the outpost, if able to.
  • Fixed bots sometimes yelling incorrectly that they can't find a path when following/holding a position.
  • Human enemies and outpost guards can now react to noises (ai targets that have the tag "ProvocativeToHumanAI").
  • Fixed automatically created hulls in the docking ports not being marked as wet rooms, allowing the bots to drop the suits there.
  • Bots no longer automatically take diving suits off in shuttles.
  • Bots no longer take off diving suits while climbing. They should now drop the suits in the next platform instead.
  • Bots no longer cancel (looping) orders outside of the submarine. Some orders are still cancelled.
  • Added a separate job for outpost managers. Fixes outpost managers trying to operate the navigation panels in the outposts.
  • Fixed bots getting stuck in some outpost stairs.
  • Fixed bots sometimes stopping in the stairs while idling around.
  • Bots don't take items from magnetic suspension crates or the crates recovered from a wreck in the "lost cargo" missions.
  • Fixed bots "cleaning up" items from magnetic suspension crates and crates salvaged from a wreck.

Submarine layers (previously "groups"):

  • Added CheckDifficultyAction. Can be used to check the difficulty of the current level.
  • Option to require a specific layer to be present for an event or event set to be triggered.
  • Stop updating items that are in a hidden layer (previously e.g. reactors and other devices would work fine despite being hidden)
  • Hide wires that are connected to a hidden item. These are still visible in the connection panel though (just locked).
  • Added DamageBeaconStationAction. Can be used to disconnect wires and break devices and walls in beacon stations.
  • Fixed the "layers visible by default" sometimes showing the layers incorrectly.
  • Fixed entities getting hidden when loading a sub with some hidden-by-default layers in the sub editor.
  • Disabling a layer with spawnpoints in it now also disables the spawnpoints.

Circuit box UX:

  • Fixed selecting wires causing you to also select components if they overlapped.
  • Added character count indicator to circuit box labels and turn the text red if it goes over.
  • Show a prefab icon on the cursor of the wire that is being dragged when you start dragging a wire.
  • Input and output connections can be renamed by right clicking.
  • Labels can be renamed by double-clicking.

Tools:

  • Fixed editing water or fires using the console commands not working while on the freecam mode.
  • Water edit mode: you can now double click with the primary mouse button to set a room flooding with water instantly. Double click with the secondary mouse button to completely drain the room.
  • Fire edit mode: you can now use the secondary mouse button to gradually extinguish the flames in a room. Double click with the secondary mouse button to put off the flames instantly.
  • Copy-pasting multiple commands into the console executes all of them in order.
  • Added a parameter for specifying a location in the "teleportcharacter" console command.
  • The auto-completions in the console can now be browsed backward by holding left shift.
  • Added some subcategories shown in the value inspector views. Not yet used extensively.
  • Fixed turret rotation limits seemingly inverting when the angle wraps around at 360 or -360 degrees.

Modding:

  • Fixed "holdpos" attribute no longer working on throwable item components.
  • Added "PropulsionSpeed" StatValue and use it instead of "PropulsionSpeedMultiplier" in status effects. The latter doesn't stack, meaning if you wear multiple items that affect the propulsion speed, the last one would take priority.
  • Added a new attribute "ShouldBeOpen" to doors. Can be used by status effects to tell the door to open/close.
  • The game now prefers English texts when a localized text isn't found. This means that if your mod is only translated to English, e.g. mission and item names use the English text if someone is playing the game in another language, as opposed to displaying the text configured in the xml directly (e.g. missionname.mycustommission).
  • Fixed "TransferAfflictions" setting of StatusEffect (which can be used to transfer afflictions from the character executing the effect to a new one spawned by the effect) not working correctly if the characters have a different amount of vitality.
  • Instead of having to define the pirate sub files in the mission, you can also just leave it out and let the mission choose a random enemy sub. The reward, preferred difficulty, and tags that restrict which mission a sub can be used in, can be configured in the sub editor.
  • Changed how outpost modules are configured for abandoned outposts: Special outpost module types are now used: "AbandonedAirlock", "AbandonedAdminModule", etc. Previously these special modules used the same module types as normal outposts, but were restricted to only spawn in outposts of the appropriate type. That meant a mod could not add a new module that's used in all types of “normal” outposts by setting the location type to "Any", because it would also be used in abandoned outposts.
  • Made vision obstruction effect adjustable: instead of being just on/off, there's a ObstructVisionAmount value that can be set to a value between 0 and 1. A value of 0.5 roughly corresponds to the old obstruction effect, and setting the obstruction using the old ObstructVision boolean sets it to that value.
  • Better support for including non-human characters in the crew: CharacterInfo (which defines a characters job, skills and such, and is required for characters in the crew) can be enabled on any type of character by adding HasCharacterInfo="true" to the character config.
  • Fixed crashing when you try to spawn a character defined to use human AI but doesn't have CharacterInfo or a job.
  • Added an option to supply "addtocrew" argument to the "spawncharacter" console command. Makes it easier to test the above changes, and allows spawning "nonhuman crewmates" using console commands.
  • Added a new parameter for upscaling character textures: SourceRectScale. It's intentionally not exposed in the character editor, but can be used together with the existing TextureScale to adjust the scaling of the textures. E.g. TextureScale 0.5 and SourceRectScale 2.0 doubles the resolution without having to adjust the other values of the ragdoll.
  • Fixed DamagedByRepairTools not working if the item doesn't also take damage from projectiles or melee weapons.
  • Fixed artifact events causing a crash if the item the event is supposed to spawn can't be found.

Fixes:

  • Fixed the game sometimes crashing on welding a leak.
  • Fixed store stocks of most items increasing constantly, all the way up to 100.
  • Fixed ID cards not getting assigned the appropriate tags when you choose to get them delivered immediately.
  • Fixed antibiotics not applying "drunkweakness" as intended.
  • Fixed characters holding throwables, like grenades, weirdly in an unintentional pose.
  • Fixed "exhibitionism" event failing if clothes or a diving suit are held in the hand slots.
  • Fixed outposts giving an endless supply of missions if you keep taking up the missions, and then saving the game and reloading it again.
  • Fixed flipping of the item not being taken into account when launching a projectile (making left-facing projectiles launch backwards).
  • Fixed inability to hire/fire/rename/heal "twin bots" (bots with the same name, appearance and job).
  • Fixed characters moving faster on underwater scooters while wearing a backpack and an exosuit than when wearing other equipment or none at all. Also affected the movement speed of the characters while wearing/holding other items.
  • Fixed some CJK characters, for example ㅎ and A not drawing in the game properly.
  • Fixed item container sorting behaving inconsistently when there's instances/stacks of the same item in multiple slots (randomly shuffling the items around).
  • Fixed label tags sent via Wi-Fi components not using the localized text in the chat interface.
  • Fixed "minleveldifficulty" and "maxleveldifficulty" attributes being ignored in the single mission mode.
  • Fixed vertical gaps not emitting particles if the top of the gap is not above the top of the hull the water is flowing to.
  • Fixed some draw order issues on alien hatches and doors.
  • Fixed decorative items on held items glowing for no reason.
  • Fixed a potential softlock if you accidentally start a round in a level that's too deep for the sub. The crush depth warnings on the campaign map now take the start/end position of the level into account, and the sub doesn't take depth damage in the first minute of the round, giving you a chance to return if you end up in a level that's too deep.
  • Fixed BeaconStation and Wreck info (e.g. place on the ceiling and the difficulty settings) resetting when you enter the sub editor's test mode.
  • Fixed skin tint (both the normal skin color and tints applied by afflictions) affecting the color of the damage overlay (i.e. darker-skinned characters seemed to have darker blood).
  • Fixed melee weapons losing collision with platforms and level walls after being swung.
  • Moved the alien terminals a bit farther from the guardian pods, so that the player operating the terminal won't get damaged by the exploding pod.
  • Fixed inability to open some item interfaces in the sub editor (more specifically, items without an item container).
  • Fixed attempting to flip items that cannot be flipped on the X axis, for example crate shelves, not doing anything and looking broken when the submarine is flipped on the X axis (for example in PvP).
  • Fixed sprite bleeding on some structures and items.
  • Fixed clients sometimes displaying missions as having failed even though they succeeded server-side.
  • Fixed fabricating getting interrupted if you start fabricating an item whose recipe is unlocked by a talent on some bot, and then switch to that bot.
  • Fixed items that are marked for "relocation" (automatically moved to the main sub) after a bot drops them in the outpost disappearing if you save and quit. Now we also handle the relocation when saving and quitting mid-round, not just when starting a new round.
  • AutoInteractWithContained fixes:
    • Ignore AutoInteractWithContained in editors (e.g. don't force picking up an item from an artifact container when trying to rewire it in the editor).
    • Enabled AutoInteractWithContained on fire extinguisher brackets and weapon holders (interacting with one automatically picks up the item).
  • Fixed all walls taking double damage.
  • Fixed portable pump UI flickering on and off when picked up in MP.
  • Adjusted Camel airlock layout: removed the inner horizontal wall and moved the wires and components.
  • Fixed the oxygen generator not being wired on KopraKoht beacon station.
  • Fixed respawn shuttle spawning when a respawn triggers, even if all the characters spawned directly in the main sub (e.g. because they had an existing character who was previously on the sub).
  • Fixed docking ports and hatches being very difficult to interact with when they overlap with a door or a hatch.
  • Fixed flak cannon shrapnel not damaging the character who fired the cannon.
  • Fixed campaign map sometimes auto-opening at the beginning of the round (more specifically, when traversing backwards to certain kinds of levels).
  • Fixed crashing when the game doesn't have access to certain folders or files (e.g. if the folder the saves are stored in is set to be read-only). Should now throw a console error instead.
  • Fixed selected container staying open if you lose access to it by e.g. putting the ID card that's required for access into another item in your inventory.
  • Fixed characters teleporting outside when they pass from hull to another, and there's a tiny sliver of "outside space" between the hulls.
  • Fixed hanging end disappearing from a wire when you connect the other end.
  • Fixed marking a stack for deconstruction only marking the first item for deconstruction server-side, even though the deconstruct icon is displayed on all client-side.
  • Fixed an issue that caused duplicate characters in the HR manager menu. Happened when you moved a hire to the pending list, closed the menu and then reopened it.
  • Fixed "Junction Junkie"" talent giving an incorrect number of XP.
  • Fixed "Machine Maniac" and "Quickfixer" talents not affecting fabricator and duct block repairs.
  • Fixed "Better Than New" talent not affecting reactor repairs.

Hotfix v1.4.6.0 for Blood in the Water

Hello everyone!

We've just released a second hotfix to address issues in the Blood in the Water update. Find the list of changes below, and be sure to update your game to the latest version.

Please note: We are aware of localization issues in certain talent descriptions, but unfortunately these could not be addressed in today's hotfix. We will release a third hotfix for the localization issues specifically a bit later, most likely next week.

v1.4.6.0

  • Fixed monsters sometimes spawning immediately after the round starts (Often happened between levels, when there was no outpost between them).
  • The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state.
  • Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore.
  • Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode.
  • Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors.
  • Fixed server list filters not saving properly.
  • Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack.
  • Removed duplicate localization lines that caused old versions of text to show up in some places.
  • Fixes to the Chinese localization.
  • Fixed the inability to edit tags that contained the same word as one of the predefined tags.
  • Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open.
  • Fixed a crash when editing and resizing the circuit box label texts.

Hotfix v1.4.5.0 for Blood in the Water

Hello everyone!

We've just released a hotfix to address a few commonly occurring issues in this week's update.

v1.4.5.0

  • Fixed crew remaining dead, mission remaining completed/failed, etc when you return to the lobby an restart the round. The issue was that the server did not properly load the previous save when opting to continue the ongoing campaign.
  • Added a button to the server lobby which opens the server description in a popup to make it easier for players to find. We are still thinking of the best way to handle the description/MOTD, this is more of a quick band-aid solution for the description being too easy to miss / difficult to find at the moment.
  • Fixed descriptions being outdated on some of the modified XP talents. Currently only fixed in English, the descriptions in other languages are still outdated.
  • Fixed "command not found" error when trying to use the new "converttowreck" console command.
  • Fixed items in a container in the submarine not being counted in the "owned items" count in the store interface.
  • Fixed bots being unable to properly clean up some items, just taking them into their inventory and leaving them there.
  • Fixed drinkable items (such as ethanol) giving the full effect with just a tiny sip.
  • Fixed effect from the "revenge squad" talent only lasting 60 seconds.
  • Fixed combat diving suit being slower than intended when using an underwater scooter.

Out now: Blood in the Water

Hello everyone!

The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things.

Read more about the update in last week’s preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water!

v1.4.4.1

Changes and additions:

  • Added new lost cargo missions, in which you must recover cargo from a sunken sub.
  • Added six new beacon stations, and updated existing beacon stations.
  • Added seven new wrecks.
  • Chat messages and NPC dialog is shown in speech bubbles above the character's head. Can be disabled in the game settings.
  • Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls.
  • Certain afflictions and talents change the character's walking/running animations (e.g. drunkenness, the "musical talents", vigor, hyperactivity, concussion).
  • Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn't be stacked in the fabricator's output slot.
  • Motion sensor ranges are visualized when wearing engineer's goggles.
  • Made fabricators and deconstructors faster in outposts (it's not fun to force everyone to wait while someone is working a fabricator in an outpost).
  • Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment.
  • Improvements to the visual effects of lava vents and hydrothermal vents.
  • Pets leave behind a corpse when they die. Having them just "pop" often meant you couldn't be sure if the pet had gone missing or died.
  • Added a hotkey for dropping the held item. Not bound to any key by default.
  • Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there's many close to each other.
  • Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups "actually happen", as opposed to just describing them in text. There's now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There's also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful.
  • Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them.
  • Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost.
  • All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven't yet seen how transitions between levels work.
  • Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target.
  • Added ON_DOCK and ON_UNDOCK outputs to docking ports.
  • New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works).
  • Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit).
  • Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they're used, and allows adding them to containers more easily. There's also now a warning on saving if the submarine is missing any common/recommended tags.
  • Clown crates now have pressure immunity, making them potentially useful for more than just fooling around.

Monsters:

  • Added Viperling, a venomous variant of Spinelings.
  • Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves!
  • Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself:
    • Charybdis can poke its head inside the sub, bite and pull characters out.
    • Made monsters better at targeting positions on the hull with a character on the other side (meaning they're more likely to be able to cause shrapnel damage).
    • Made the shrapnel particles more noticeable.
    • Endworm can poke its mandibles inside the sub and damage characters inside.
    • Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes.
    • Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while).
  • Updated husk's ragdoll, textures and animations.
  • Husks can now go unconscious and eventually get back up if not "properly" killed, the same way as huskified humans.
  • Adjustments to the loot dropped by Latcher and Charybdis.

Diving suit changes:

  • Several changes to to make it less obvious choice to wear diving suits indoors all the time:
    • Hull breaches flood the sub more slowly now, giving you more time to find a suit.
    • Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more "tanky", as opposed to just making the character look like it's walking in slow-motion).
    • Reduced the damage protection of suits - it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer.
    • Wearing a suit obstructs your vision more now.
    • Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub's crush depth didn't make that much sense: it was practically impossible to recover the sub, so it's better to treat as a "game over" state and kill the players, as opposed to leaving the game in an unrecoverable "soft-locked" state.
  • Decreased the armor ratings (damage modifiers) of the (early-game) diving suits.
  • Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk).
  • Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed

Balance:

  • Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures).
  • Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.
  • Acid grenades have a slightly longer duration.
  • Increased the amount of hyperactivity given by energy drinks. It's still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause).
  • Dual-wielding ranged weapons reduces reload times and accuracy.

Medical system:

  • Made opiates less of a "solution for everything": they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations.
  • Added "infection" affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected.
  • Added "alcohol sensitivity" as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together!
  • Stabilozine's effects no longer stack: it stops the progress of poisons, but doesn't cure poisonings.
  • Added "adrenaline rush" as an effect for adrenaline. "Adrenaline rush" keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance.
  • Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!).
  • Antibiotic glue can be used multiple times.
  • Made Pomegrenade Extract a bit more useful: gives the "slow metabolism" buff.
  • Ethanol and rum can be poured on limbs to treat infections and burns.
  • Removed skill requirements from tonic liquid.
  • Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs.
  • Saline can be used to treat infections.
  • Resting in bunks heals injuries a little faster now.
  • Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns.
  • Rum can now also be made from pomegrenade.

Submarines:

  • Fixed Azimuth's periscope being too high up, causing the characters to float when using it.
  • Fixed hulls being set up strangely in Camel's humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in).
  • Various fixes and improvements to the shuttles.
  • Fixed too low oxygen output in Typhon's brig, causing characters inside to eventually suffocate without an additional oxygen supply.
  • Fixed Azimuth's cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps.
  • Fixed sloped wall piece making it difficult to move from Remora to its drone.
  • Fixed grenades sometimes going through certain walls (one common spot was Camel's bow).
  • Adjusted the hulls in Orca's lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn't flow out from that small hull fast enough to counter the rate of the pump.

Additional campaign difficulty settings:

  • Oxygen tank duration.
  • Reactor fuel duration.
  • Crew vitality.
  • Non-crew NPC vitality.
  • Shop purchase prices.
  • Shipyard purchase prices (buying new subs and upgrades).
  • Severity of injuries from failed repairs.
  • Mission income.
  • Option to disable the husk infection warning messages.
  • Renamed the generic "difficulty" setting as "world hostility", since it only affects things such as monster spawns and environmental hazards.

Wrecks:

  • Added wrecked variants of chaingun, pulse laser, flak cannon, double coilgun and their loaders.
  • New wrecks: Barsuk, Camel, Humpback, Typhon 2, Remora, R-29 and Venture.
  • Fixes to the wreck spawning logic: linked submarines and non-hulled spaces are taken into account in the placement, preventing them from ending up inside walls.
  • Various improvements and fixes to the existing wrecks.
  • Added new, higher-res wrecked versions of the shuttle sprites. Marked the old ones as legacy structures.
  • Fixed wrecked hatches' broken sprite rendering in front of characters.
  • Added console command ‘converttowreck’ to convert submarines to wrecks more easily.

AI:

  • Bots can now be ordered to deconstruct items. There's a separate contextual order for marking items to be deconstructed and a regular order that makes the bots start deconstructing those marked items.
  • Improvements to medic AI: they're now better at taking the negative effects of drugs into account, meaning they should be less eager to cause opiate overdoses.
  • Made bots better at choosing suits adequate for the current depth.
  • Fixed escaped prisoners being unable to seek for weapons in the prisoner transport missions.
  • Fixed inability to order bots to turrets that are connected to the periscope via wifi components inside circuit boxes.
  • Fixed bots cleaning up active glow sticks and flares.
  • Fixed bots sometimes deciding to idle inside docking ports.
  • Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter.
  • Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory.
  • Fixed escorted characters (e.g. separatists) attacking you if you steal items from bandits.

Multiplayer:

  • Added player-specific voice chat volume sliders (i.e. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa).
  • Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious "name contains symbols disallowed by the server host" errors: if your Steam name contained special symbols the game can't render, you couldn't remove them by editing the name in the server lobby.
  • Fixed an exploit that allowed getting free items from stores.
  • Replaced Reaper's Tax with optional extra skill loss when respawning mid-round.
  • Fixed clients' wallets appearing empty when spawning mid-round.
  • Reworked the server lobby layout. The goal was to reorganize the UI to group things in a more logical way and to make things easier to find.
  • Adjusted the local voice chat range significantly shorter (comparable to the range of the local text chat now).
  • Fixed VOIP breaking after changing the resolution.
  • Fixed characters sometimes getting assigned different personality traits between clients and the server.
  • Fixed inability to hire more crew if you've reached the maximum crew size, and then fire some to make room for more characters.
  • Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen.
  • Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn't be able to end the round because they've never spawned, and could also never respawn.

Talents:

  • Reworked most of the XP-giving talents to make them more meaningful and balanced.
  • Fixed "Fireman's Carry" talent not working on stunned characters.
  • Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn't show up until it was "actually" below the condition where it should become repairable.
  • Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you've unlocked them if another sub tree is incomplete.
  • “Residual Waste" can no longer be exploited for duplicating FPGA circuits.

Improvements to sub editor's grouping:

  • Groups are now called "layers", which reflects their common uses better than "groups".
  • Layer options are more easily available in the right-click context menus.
  • When a layer is selected, all new entities you place are automatically placed into that layer, so you don't need to manually move every new item you place.
  • Added LayerAction as a way for ScriptedEvents to enable or disable layers, useful for modders.

Fixes:

  • Fixed some items sometimes falling through holes on the submarine's floor (and sometimes also getting stuck partially inside the floor).
  • Fixed campaign saves getting bricked if you save the game during the brief moment when your crew has died, but the "game over" popup hasn't appeared yet.
  • Fixed campaign saves getting bricked if you save the game after you've fired some of your crewmates through the HR manager and the remaining characters have died (or vice versa).
  • Fixed (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated.
  • Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple 'variable' ingredients (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket).
  • Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything.
  • Fixed diving suits emitting light when placed in cabinets in the sub editor.
  • Fixed waytoascension2 event getting stuck if you choose the "I'll need to think about this" dialog option, end the round, and start a new one.
  • Fixed being able to switch submarines using the submarine switch terminals in abandoned outposts or the "dummy outposts" inside normal levels.
  • Fixed piezo crystals sometimes spawning close enough to wrecks and beacon stations to zap them.
  • Fixed character hover texts (e.g. " grab") not refreshing when you change keybinds.
  • Fixed CPR pump animation often causing impact damage to the patient.
  • Fixed sonar sometimes not showing parts of the mountain on the ocean floor.
  • Fixed beacon stations you've restored during the round not displaying as active on the campaign map until you start a new round.
  • Fixed inability to pick up dropped stun batons.
  • Wire nodes are placed at the center of the grid cells instead of the corners to get them to align with signal components placed on walls.
  • Fixed being able to quickly swap the suit you are currently wearing with a broken suit, by just clicking the broken suit.
  • Fixed status effects on certain monster's limbs not working: Charybdis had one that should've made it retreat when it takes heavy damage to the head or mouth, and Fractal Guardian, Moloch and Latcher should've emitted special particles when hit on the weak spots.
  • Fixed genetic materials not getting destroyed when a gene splicer gets moved to a duffel bag when a character despawns.
  • Fixed language of the units (km/h, m) not changing on the nav terminal when you change the language mid-round.
  • Fixed crosshair being mispositioned for a split-second when the character turns around while aiming.
  • Fixed leaks sometimes being impossible to repair on "Tail Fin E P2".
  • Fixed freezing when you press tab in the sub editor's wiring mode.
  • Fixed duct blocks sometimes casting shadows strangely (leaving a see-through gap between the duct block and the adjacent walls).
  • Fixed deconstructing a nuclear depth decoy fabricated with the cheap recipe outputting incendium (even though it's not included in the recipe).
  • Characters that have thresher genes or who don't need oxygen for some reason (husk infection/symbiosis) don't consume oxygen from tanks.
  • Fixed a rare level generation issue that sometimes prevented certain levels from loading, kicking the game back to the main menu or server lobby with the error message "maximum amount of entities exceeded".
  • Fixed door's sound muffling effect behaving inconsistently in MP (sometimes muffling sounds even though the door open).
  • Fixed certain keys on an AZERTY keyboard not being recognized as keybinds.
  • Fixed steep but short wall pieces launching characters downwards too aggressively.
  • Fixed buoyancy still affecting docked subs differently than other subs. A sub with docked subs/shuttles would ascend and descend slightly slower than one where the hulls are all part of the same sub.
  • Fixed gaps' and waypoints' groups resetting in the sub editor when saving and loading.
  • Fixed monsters in the idle (or observing) state moving at too slow speed and changing the direction in wh

Hotfix v1.3.0.4

Hello everyone, we've just released a second hotfix to address the multiplayer server crashes ongoing since last week. We are very sorry for the trouble and will continue to monitor the situation, but we are hopeful this fix should complete our countermeasures against these exploits being used to crash servers.

Please make sure to update your game to the latest version – the fix may take some time to apply as both clients and servers need to restart and update, so if you are still experiencing the server issue immediately after the update, please restart Barotrauma and Steam, and request that the server host do the same.

Please note that some source code mods, for example the very popular Lua for Barotrauma mod, need to be updated following this update. Servers using these mods will have some additional delay in the fix taking effect.

We wish everyone smooth sailing and thank you for your patience!

v1.3.0.4

  • Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.

Hotfix v1.3.0.3

Hello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently:

v1.3.0.3

  • Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data.

We're sorry for the trouble this exploit has caused to some multiplayer servers in recent days. This fix should allow you to get back to playing normally!