# Barotrauma Out now: Blood in the Water - Product: Barotrauma (https://whatsnew.fyi/product/barotrauma) - Vendor: FakeFish - Date: 2024-04-24 - Original notes: https://store.steampowered.com/news/app/602960/view/4194615462188001483 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/2024-04-24-out-now-blood-in-the-water 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Added new lost cargo missions where you must recover cargo from a sunken sub - **added** — Added six new beacon stations and updated existing beacon stations - **added** — Added seven new wrecks - **added** — Chat messages and NPC dialog are shown in speech bubbles above the character's head, with an option to disable in game settings - **added** — Added Viperling, a venomous variant of Spinelings - **added** — Reintroduced the legacy monster Mantis - **added** — Added hotkey for dropping the held item, not bound by default - **added** — Added hotkey (Alt by default) that displays labels on all nearby interactable items - **added** — Added ON_DOCK and ON_UNDOCK outputs to docking ports - **added** — Added new automatic docking hatch assembly that is simpler than the old one - **added** — Added option to add labels inside circuit boxes to explain parts of the circuit - **added** — Added menu to submarine editor that lists all container tags used in the submarine and allows adding them more easily - **changed** — Improved particle effects when the sub hits a level wall and when cutting or destroying level walls - **changed** — Certain afflictions and talents now change the character's walking and running animations - **changed** — Made fabricators and deconstructors faster in outposts - **changed** — Improvements to visual effects of lava vents and hydrothermal vents - **changed** — Motion sensor ranges are visualized when wearing engineer's goggles - **changed** — Tons of changes and improvements to outpost events to make described events actually happen with more visual and audio effects - **changed** — Charybdis can now poke its head inside the sub, bite and pull characters out - **changed** — Endworm can now poke its mandibles inside the sub and damage characters inside - **removed** — Removed randomization of quality from fabricated stackable items - **removed** — Made bilge pump circuits non-interactable and bilge pumps non-wireable in outposts - **fixed** — Fire no longer damages husk eggs, fruit and explosives over time - **fixed** — Pets now leave behind a corpse when they die - **fixed** — Added weaknesses to abyss monsters: Endworm has a weak spot in its mouth and Charybdis flees when taking heavy damage to the head or mouth - **changed** — Husks can now go unconscious and eventually get back up if not properly killed, the same way as huskified humans 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](https://store.steampowered.com/news/app/602960/view/4194615462166513946), 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 me _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/602960/view/4194615462188001483]_