# Barotrauma changelog > Barotrauma is a 2D co-op submarine simulator – in space, with survival horror and RPG elements. - Vendor: FakeFish - Category: Games - Official site: http://barotraumagame.com/ - Tracked by: What's New (https://whatsnew.fyi/product/barotrauma) - Harvested from: Steam (app 602960) - Entries below: 25 of 29 (newest first; the rest are on https://whatsnew.fyi/product/barotrauma) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Hotfix for Summer Update v1.13.4.0 - Date: 2026-06-18 - Original notes: https://store.steampowered.com/news/app/602960/view/672872215678552813 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-672872215678552813 - **fixed** — Missing gap in the reworked Typhon submarine - **fixed** — Crossplay incompatibility caused by reworked submarines - **fixed** — Minor visual issues with Orca 2 - **changed** — Azimuth's lighting adjustments - **changed** — 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 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 - Date: 2026-06-16 - Original notes: https://store.steampowered.com/news/app/602960/view/559155780967729340 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-559155780967729340 - **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 - **added** — Add quality parameter to the give/spawnitem console commands to spawn items with non-default quality - **added** — Add parameter to the teleportsub console command for choosing which submarine to teleport - **added** — 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 - **changed** — Rework Humpback, Orca 2, Azimuth, Typhon, and Herja submarines with visual and gameplay improvements - **changed** — Relocate the command room of the Orca 2 to the center of the submarine - **changed** — Add valves and pipe weakpoints to Typhon - **changed** — 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 - **fixed** — Fix an exploit that allowed modified clients to cause other clients to get out of sync and disconnect - **fixed** — Fix inability to drag and drop stacks of items to other players in multiplayer - **fixed** — Fix submarine voting not working in campaign mode - **fixed** — Fix security and other characters not reacting to attacking stunned or incapacitated characters - **fixed** — Fix the item pickup sound playing multiple times when picking up stacks of items - **fixed** — Fix the item dropping sound playing twice when dropping an item - **fixed** — 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 - **fixed** — Fix oxygen generators causing explosion loops where tanks keep exploding and getting refilled - **fixed** — Fix the Inspirational Leader talent not giving bonus XP as described - **fixed** — 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/559155780967729340]_ ### Hotfix v1.12.7.0 for the Spring Update - Date: 2026-04-21 - Original notes: https://store.steampowered.com/news/app/602960/view/685251502317503579 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-685251502317503579 - **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 - **added** — Add a button for settings mic permissions to the audio settings on Mac - **fixed** — Fix some of the Workshop tags you can choose in-game not working on Steam's side - **fixed** — Fix contained items being misaligned on attachable items in mods that make diving suit cabinets attachable - **fixed** — 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 - Date: 2026-04-09 - Original notes: https://store.steampowered.com/news/app/602960/view/499477287644693976 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-499477287644693976 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](https://store.steampowered.com/news/app/602960/view/521994651777893286) 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 container _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/499477287644693976]_ ### Hotfix v1.11.5.0 and new music tracks - Date: 2025-12-18 - Original notes: https://store.steampowered.com/news/app/602960/view/527614642864784354 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-527614642864784354 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 - Date: 2025-12-08 - Original notes: https://store.steampowered.com/news/app/602960/view/527613374860625787 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-527613374860625787 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/527613374860625787]_ ### Hotfix 1.10.7.2 for the Autumn Update - Date: 2025-10-22 - Original notes: https://store.steampowered.com/news/app/602960/view/505091568004235607 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-505091568004235607 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 - Date: 2025-10-10 - Original notes: https://store.steampowered.com/news/app/602960/view/506216199297695926 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-506216199297695926 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 - Date: 2025-10-02 - Original notes: https://store.steampowered.com/news/app/602960/view/506214931042928375 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-506214931042928375 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 - Date: 2025-09-25 - Original notes: https://store.steampowered.com/news/app/602960/view/506214931042927062 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-506214931042927062 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 - Date: 2025-09-17 - Original notes: https://store.steampowered.com/news/app/602960/view/506214297188171877 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-506214297188171877 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 spaw _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/506214297188171877]_ ### Hotfix v1.9.8.0 for the Summer Update 2025 - Date: 2025-07-01 - Original notes: https://store.steampowered.com/news/app/602960/view/499451286721136193 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-499451286721136193 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! - Date: 2025-06-17 - Original notes: https://store.steampowered.com/news/app/602960/view/823709285684877315 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-823709285684877315 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.](https://store.steampowered.com/news/app/602960/view/499449376025873324) 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 explosi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/823709285684877315]_ ### Hotfix v.1.8.8.1 for the Calm Before the Storm update - Date: 2025-04-29 - Original notes: https://store.steampowered.com/news/app/602960/view/499445587486180389 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-499445587486180389 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 - Date: 2025-04-16 - Original notes: https://store.steampowered.com/news/app/602960/view/499444944700702795 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-499444944700702795 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 - Date: 2025-04-10 - Original notes: https://store.steampowered.com/news/app/602960/view/499443676732196482 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-499443676732196482 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](https://store.steampowered.com/news/app/602960/view/499443676732195824) 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 g _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/499443676732196482]_ ### Out now: Winter Update 2024 - Date: 2024-12-11 - Original notes: https://store.steampowered.com/news/app/602960/view/497181733565759530 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-497181733565759530 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](https://barotraumagame.com/announcements/holiday-greetings-and-update-preview/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/497181733565759530]_ ### Hotfix v1.6.19.1 for the Unto the Breach Update - Date: 2024-10-31 - Original notes: https://store.steampowered.com/news/app/602960/view/4471604595787825324 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4471604595787825324 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 - Date: 2024-10-28 - Original notes: https://store.steampowered.com/news/app/602960/view/4529024857187287607 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4529024857187287607 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 - Date: 2024-10-22 - Original notes: https://store.steampowered.com/news/app/602960/view/4529024222467680404 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4529024222467680404 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](https://store.steampowered.com/news/app/602960/view/4529024222453891888) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/4529024222467680404]_ ### Hotfix v1.5.9.2 - Date: 2024-08-28 - Original notes: https://store.steampowered.com/news/app/602960/view/4594321978655569146 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4594321978655569146 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 - Date: 2024-06-27 - Original notes: https://store.steampowered.com/news/app/602960/view/4250916799046259885 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4250916799046259885 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 - Date: 2024-06-19 - Original notes: https://store.steampowered.com/news/app/602960/view/4187865770027241426 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4187865770027241426 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 - Date: 2024-06-18 - Original notes: https://store.steampowered.com/news/app/602960/view/6086132471878536207 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-6086132471878536207 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](https://store.steampowered.com/news/app/602960/view/4146206204940320702) 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: - A _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/6086132471878536207]_ ### Hotfix v1.4.6.0 for Blood in the Water - Date: 2024-05-02 - Original notes: https://store.steampowered.com/news/app/602960/view/4191239030281207530 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/steam-4191239030281207530 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.