# Barotrauma Winter Update 2025 out now - Product: Barotrauma (https://whatsnew.fyi/product/barotrauma) - Vendor: FakeFish - Date: 2025-12-08 - Original notes: https://store.steampowered.com/news/app/602960/view/527613374860625787 - Permalink: https://whatsnew.fyi/product/barotrauma/releases/2025-12-08-winter-update-2025-out-now 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** — Wallaby, a new tier 2 Attack class submarine with high firepower, full fabrication facilities, and weak points in the pipe system that can cause water hazards - **added** — Valves and weakpoints for pipes that can break and cause water hazards, repairable with a wrench - **added** — Level background visuals to the sub editor's test mode for easier visualization of submarines in in-game environments - **added** — 2 more input and output connections (0 and 9) to circuit boxes to match mux/demux components and use 0-indexing - **added** — 5 signal connections on relays, increased from 2 - **changed** — Rotation tool in sub editor now snaps to 1-degree increments and scale tool snaps to 0.1 increments, with Shift temporarily disabling snapping - **changed** — Balancing of combat mission NPCs with improved higher-level enemy NPCs and better gear - **changed** — Valves now require being turned off to make linked pumps stop working while the valve is closed, affecting repairability - **changed** — Wall weakpoints now have their condition linked to a wall, preventing these walls from being cut as shortcuts between rooms - **changed** — Characters can no longer be revived with CPR when they have no oxygen available - **fixed** — Inventories and wallets sometimes resetting in multiplayer when a client was still connected to the server and their character had despawned - **fixed** — Characters sometimes suffocating or dying when loading into a round takes a long time by delaying character spawning until client fully loads - **fixed** — AFK setting staying enabled when a client loads a campaign, causing them to load into a round with no character - **fixed** — Non-player teams being affected by the friendly fire setting - **fixed** — Input selector and output selector components' move_input and move_output signals not getting synced in multiplayer - **fixed** — Timed detonators syncing issue that made it possible to make them explode immediately at the start of the next round - **fixed** — Freezes at 80% in the loading screen when failing to fetch an authentication ticket from Steam - **fixed** — Explosions not showing up on sonar if a status monitor linked to the nav terminal was selected instead of the nav terminal directly - **fixed** — Reactors automatically adjusting at the start of the round when the reactor is off or controlled by signals - **fixed** — Fire damaging characters through walls that are just slightly damaged and improved fire damage calculation through gaps 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]_