A large update has been released for Barotrauma, dubbed Blood in the Water, on April 24. Aside from the content additions, there are balance adjustments, tweaks to AI and multiplayer, and various bug fixes.
The patch notes for all Barotrauma updates up through June 18 are below, in descending order, from latest to oldest:
UPDATED June 18
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.
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.
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.
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. "[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 which they were heading too rapidly when they wander around.
Fixed enemy subs' and respawn shuttle's crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels.
Fixed items in a character's inventory, who's in the main sub, being counted twice in the "owned item" count displayed in the store interface.
Fixed purchased items spawning attached to a wall if there's no room in your inventory.
Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in.
Modding:
Fixed inability to publish mods when the language is set to Japanese.
Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character.
Added support for (temporarily) overriding character animations using status effects. Allows, for example, wearable items and afflictions to change the character's walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character's animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (e.g. path="%ModDir%/CustomWalkAnimation.xml").
Fixed variants of character variants not working.
Added an option to force location types to be owned by a specific faction by adding faction="somefaction" or secondaryfaction="somefaction" to the location type config.
Fixed inability to drag and drop items into hidden inventories. That can't be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update.
Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character).
Made the joint limit widgets in the character editor (hopefully) a bit more intuitive and easy to use. There's now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits.
Fixed widgets and indicators jittering in the character editor when the character moves.
The "pitch slide" of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the “ChargeSoundWindupPitchSlide” attribute.
The deattach speed of repair tools can be edited ("DeattachSpeed" attribute).
Fixed events that are not allowed at start not triggering if you're in the abyss (or somewhere else a long way away from the destination).
Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, e.g. 3 if there's 3 caves, but each event happened in a random cave).
Added an option to make TagAction require the target to be in a module with specific tags
Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component.
EventManager now works also in the editor test modes.
Fixed the “interval” attribute of status effects not working when the effect was defined in limbs.
Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one).
Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides.
Fixed reputation bars always showing -100 and 100 as the minimum and maximum, even if a custom faction has a different min/max value.
Fixed crashing when spawning a humanoid character that doesn't have any head sprite configured for it.
Fixed crashing when placing a door item that's set to be open by default.
Fixed OnOpen and OnClose action types only working for playing sounds when a door opens or closes, but not for actual status effects.
Fixed "custom skills" the character's gained during the round (skills levels the character/job originally doesn't have) disappearing between rounds, and only reappearing when the character gains some skill level.
Fixed MissionActions that are set to choose from a pool of missions always choosing the same mission.
Fixed inability to take specific kinds of items from a container that requires holding some item. For example, if you needed to hold a crowbar to access a cabinet, and took an item from the cabinet in a way that forces that crowbar item to be unequipped.
Fixed WeldedSprites not appearing in the sprite editor.
Fixed connection panel interface's borders overlapping with the connector sprites on certain resolutions if the panel is very tall.
Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true.
Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll.
Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked).
Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (e.g. with a CheckMoneyAction with amount set to a string).
Fixed "Collider" spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left.
Fixed tracer particles not showing up when a projectile is spawned using a status effect indoors.
Fixed crash if a non-attachable item is made attachable mid-round (e.g. via status effects or console commands) and the submarine then saved.
Fixed monsters always aiming ranged attacks at the position of the target character regardless of which limb they're targeting. Was not noticeable in the vanilla game, because none of the vanilla enemies tried to aim at a specific limb.
RequireAimToUse is no longer forcibly enabled on ranged weapons (i.e. it's possible to create a ranged weapon you can fire just by left clicking).
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.
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!
Those are the recent patch notes up through June 18 for Barotrauma.
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