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Barotrauma - Space Station 13 in a submarine in space

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://barotraumagame.com







Barotrauma, a submarine game exploring the ocean of Jupiter's moon Europa. Looks like co-op is the main thing, but it has single player campaign and sandbox modes.

ss_50399546d8a5de0809e81da0154c540eecece23b.600x338.jpg
ss_9e4fc25b43a2b5cfc8f0446e48c2a07e546eafbb.600x338.jpg


Overcome crisis and the unrelenting pressure of a frozen ocean. In Barotrauma you're a submarine crew member beneath the ice of Jupiter's moon Europa. Flee or fight alien lifeforms, explore a strange new world, command your crew, and craft equipment in a tense 2d co-op experience.

Key Features
  • Command and manage your submarine and its various systems in adrenaline-filled co-operative gameplay.
  • Play as the captain or any of the 4 other character classes, with up to 16 players per submarine.
  • Single Player campaign, sandbox mode, and single missions also available.
  • Procedural levels and events ensure no two games will ever be exactly alike
  • Each submarine has multiple crew operated systems, from nuclear reactors to sonar, guns, engines and more
  • Comprehensive crafting system to create tools, drugs and weapons
  • Navigate dangerous environments to achieve mission goals or simply explore and travel deeper into the game world
  • Explore alien ruins and wrecked submarines along the way to discover rare and powerful artifacts and other resources
  • Fully integrated mod tools allow you to create and transform the game via Steam Workshop. Submarine editor, character and procedural animation editor, procedural level editor, sprite and particle editors - unleash your creativity!
 
Last edited by a moderator:

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Well I imagine, that's one way to afford dynamic animations with low artist budget, also not going to Prison Architect aesthetics.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,113
Location
Nantucket
Overcome crisis and the unrelenting pressure of a frozen ocean. Flee or fight alien lifeforms, explore a strange new world in Jupiter’s orbit, command your crew and craft equipment in a tense 2D experience.

Play with friends in adrenaline-filled co-operative gameplay, navigate Europa’s frozen depths in single player mode and transform the game with fully integrated mod tools and Steam Workshop. Procedural levels and events ensure no two games will ever be exactly alike.

Key Features
  • Play as a submarine captain, engineer, mechanic, medic or security officer. Help your teammates survive, or make sure no one does.
  • Operate the many onboard systems of your submarine, from nuclear reactors to sonar, guns, engines and more.
  • Create tools, drugs and weapons with the comprehensive crafting system.
  • Navigate dangerous environments and flee or fight the creatures that you encounter.
  • Explore alien ruins and wrecked submarines to discover rare and powerful artifacts and resources.
  • Unleash your creativity with the submarine editor, character and procedural animation editor. Share and discover mods directly via Steam Workshop.



 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,027
It is indeed awesome.
Not as complex as SS13, but very good nonetheless.

First thing you'll notice is the presentation - the lighting and the audio are very good. The soundtrack also adds a lot to the oppressive atmosphere the game tries to create.
As it is far simpler than SS13, deaths from your ineptitude at the role you're trying to perform might happen only at the beginning. Other than that outside threats will be your main source of danger.

It is still in early access, but the core game is very much playable, although I'd advise playing on the unstable branch. Not only you'll be helping with testing, you'll also have more features.
As usual with this type of games the public servers 8/10 will have some idiots thinking that blowing everything or killing everyone indiscriminately is funny.
The devs tried to limit griefing by introducing official traitor mechanics, where the traitor has to fulfil some mission, but that usually is also interpreted as a free pas to destroy everything.

But if you manage to find a group with a playstyle you like the game shines. Be it traitor shenanigans, or tight survival, where your sub is attacked by vicious creatures along the journey, you scavenge wrecks along the way hoping to find more fuel so you won't end up the same way they did, and finally explore some underwater ruins to grab an artefact that will drive your crew slowly mad.
There is also another layer to the game where you can create your own sub designs (the vanilla are good to teach you the ropes, but you'll quickly notice that they suck in many departments).

What the game needs is more mission types, more traitor mission types and it will be great.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,113
Location
Nantucket
Price increase soon. I'd highly recommend it for the current sale price of $5.99

Hello everyone!

We are excited to tell you our 1.0 release is coming this spring. Before that, we’re releasing a pre-patch that includes some final fixes and changes that we wanted to release while still in Early Access.

For many players, the most noteworthy additions in this pre-patch are reworked poisons and status effects. Unfortunately, these changes mean that some mods will not function properly until the creator updates them. We’re sorry for the inconvenience, but we hope that by releasing these changes in advance, we give all modders enough time to update their mods before our big release!

Poisons
  • Monsters can be infected with poisons, making poisons and the medic class more useful in combat.
  • Poisons have been redesigned to provide more interesting and varying effects, and the overall strength of poisons has been adjusted.
  • Applying poisons will increase the players’ medical skill.

Status effects
  • Changes to the overall targeting logic of status effects.
  • Status effect skill and item requirement checks have also been changed.

These changes will require some mods that use status effects to be updated. Please see this Steam forum post for more details.

Other changes and additions
  • Transparent visors for diving suits.
  • Modified clients are no longer able to pick up unpickable items.
  • Some submarine upgrades now cost materials or items in addition to money.
  • Better support for playing the multiplayer campaign without a host or someone with campaign management permissions on the server.

Important information about Barotrauma 1.0
In preparation for our 1.0 release, we are going to adjust Barotrauma’s pricing on Steam in two weeks, on February 10. What this means is that the next two weeks will be the last chance to buy Barotrauma at its Early Access price – and we have a new discount period starting today to give everyone one last good deal on the game before we reach 1.0. Please tell your friends if they have been waiting to dive in! The price increase will not affect anyone who already owns Barotrauma.

Read more about the update and our plans on our blog, and stay tuned for the pre-patch next week!
https://store.steampowered.com/news/app/602960/view/3637254425215117856
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/3681167057387289237
Barotrauma 1.0 coming on March 13
13beb4fa8252f1b9ad8c37823071c2ada7a478f5.png


Ahoy!

The time is almost here, and we can finally tell you that Barotrauma is coming out of Early Access on Monday, March 13, just two weeks from now.

Are you ready? We are shaking in our diving suits! We’ve spent almost a year working on the upcoming 1.0 update, and we can’t wait to hear what you think about it. It introduces the faction overhaul, which we have been teasing in recent weeks, and a proper ending to the campaign. What’s really down in the depths? Definitely not just a doomworm, but we don’t want to spoil the surprise.

After almost four years in early access and closer to a decade in development, March 13 is going to be a huge day for us and Barotrauma. Four people from our team sat down in front of a camera to tell you a bit more about that journey. Take a look at this behind the scenes video for our story!

Thank you for sailing with us for so long. The end of Early Access is not the end of our development, and we still have more updates planned after 1.0, but now it’s time to say: Welcome to Europa.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/3656397893579961177
Outcasts and eccentrics of Europa
90e0f177e4a47df0943eb995c9cb9cd7a0ebd53e.png


Hello everyone!

Now that we’ve introduced the Coalition and the Separatists, it’s time to lift the veil on the two more mysterious groups present on Europa. Where the two main factions are political and military organizations, the Church of Husk and the Children of the Honkmother are more akin to religious sects.

The Church of Husk centers around the worship of the Velonaceps Calyx parasite. Members of the Church believe that the only way for humans to survive on Europa is to adapt to its hostile environment by forming a symbiotic relationship with the husk parasite. They believe that by combining with the husk, humans can transcend the limitations of their frail bodies and evolve into a human-husk hybrid more suited to life on Europa. Is it even possible to survive their communion? Many have died trying, but the Church of Husk has not lost faith.

The Children of the Honkmother are possibly even more esoteric. They dress up in clown apparel, red noses and all, and spread merriment and disorder in equal measures. There are many stories about how there came to be clowns on Europa, but ultimately no one knows the real answer. The clowns themselves simply say they “heed the call of the bikehorn” and toot it with regularity in the name of their mystical deity, the Honkmother. Are they the greatest philosophers of all, or the greatest pranksters?

While not in open conflict with one another, followers of the Church of Husk and the Children of the Honkmother do not see eye to eye. Their worldviews and methods of spreading their message put them at odds with each other, while the Separatists and the Coalition shun both cults equally.

Both the Church of Husk and the Children of the Honkmother will have their own enclaves in outposts in Barotrauma 1.0, as well as their own story, missions, events, items and reputation. For more information on the outcasts of Europa and new sneak peeks at the faction overhaul features, check out our blog!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/3666531626468460218
Coming next week: Barotrauma 1.0
e346d8d1bf9c090b9089f36aaa3e8091b72bc2c5.jpg


Hello everyone!

Our long-awaited 1.0 update is coming on Monday next week, so it’s time for the final sneak peek. How will Europa change?

Faction overhaul
Over the past weeks, we’ve written about the various factions of Europa: the Europa Coalition, the Jovian Separatists, and the Church of Husk and the Children of the Honkmother. These factions bring with them some new storytelling, and they are the backbone of our faction overhaul. Other key features of the faction overhaul include:

  • Outposts are controlled by the Europa Coalition or the Jovian Separatists. The Church of Husk and the Children of the Honkmother also have their own enclaves in outposts.
  • Reworked reputation system: Faction reputation now follows you wherever you go. Expect negative consequences when sailing in hostile waters, and positive ones when docking at friendly ports.
  • Two routes between biomes: one controlled by the Coalition, one by the Separatists.
  • New faction-specific missions and long event chains to learn more about each faction.
  • The Captain’s third talent tree, “Politician”, with talents focused on the factions of Europa.
  • Faction-specific hireable NPCs with special skills and equipment.
  • New faction-specific items, such as 40mm nukes, molotov cocktails and bananas (caution: slippery).
The end is nigh
The other half of the 1.0 update focuses on the campaign endgame. The placeholder ending which has greeted those brave sailors who made it to the end will be removed, and the real endgame sequence will finally be playable.

We don’t want to spoil the surprise for you, but let’s say the campaign ending will test the skills of your crew, and lead you somewhere never before seen in Barotrauma.

The update also adds many other improvements, such as a language filter for the server browser, a completely remade Japanese translation, improved projectile syncing in multiplayer, and various optimizations, to name a few highlights.

We’ve worked on the ending for a very long time behind the scenes, and we hope you will find it a fitting conclusion to your Europan adventure. Let us know how it plays – on Monday next week! Until then, you can read one more sneak peek post on our blog.
 

Lokiamis

Savant
Joined
Aug 26, 2019
Messages
193
Damn, this game has changed quite a bit since I played years ago. Factions, biomes, and talent trees are all new to me. Didn't even know the game was going to get a campaign. Looks cool.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/3666531626480007206
Barotrauma 1.0 out now!
Submariners ahoy!

The time has finally come, and Barotrauma 1.0 has been released. The 1.0 update introduces the faction overhaul, replete with new missions and events, an improved reputation system, and lots of faction-specific items and perks. The update also unlocks the campaign ending, with a brand new endgame sequence to conclude your adventure. Find a more detailed summary of the update in this preview post, and see the full list of changes at the end of this post.

We’d like to say a big thank you to everyone who has joined us on our Early Access journey. While 1.0 will not be the last Barotrauma update, it is a momentous one, and we are grateful to be sharing it with you. Welcome to Europa, sailors old and new!



v1.0.7.0

Faction overhaul:
- Outposts are controlled by the Europa Coalition or Jovian Separatists, and some of them include a module belonging to the Church of Husk or Children of the Honkmother.
- Got rid of location-specific reputation. Now all the events/missions give faction reputation instead (excluding missions that aren't related to or given by a faction, e.g. abandoned outpost missions).
- Lots of new outpost events, and a longer "event chain" for the secondary factions.
- Lots of new faction-specific missions: some variants of existing missions, some new.
- Faction-specific hires: "generic" high-level characters with more experience points and better gear than normal hireable NPCs. Available for hiring when Coalition or Separatist reputation is high enough.
- Special, named characters who can be hired via scripted events after reaching a high enough reputation.
- Faction-specific vendors (separatists, husks, clowns) who sell special items (many of which are completely new) if your reputation is high enough.
- If your Coalition/Separatist reputation is low enough, you may get attacked by their vessel during missions.
- There's now always two paths from biome to another, one controlled by the Coalition and one by the Separatists.
- Improvements to the campaign map.
- Added a 3rd talent tree, "Politician", for the Captain. Focused around faction relations and reputation.

Endgame:
- Completely remade the ending of the campaign. Now you'll get to see what's beyond the Eye of Europa and perhaps uncover the cause for the increasing levels of radiation.
- New types of enemies/bosses.
- Some new events to foreshadow the ending during the course of the campaign.

Misc changes:
- New loading screen / location portraits.
- Four new music tracks.
- Items' skill requirements are shown in their tooltips (the same way as damage resistances).
- Tweaks to poisons.
- Adjusted Europan Handshake to work better with the overhauled morbusine poisoning.
- Acid Grenades and 40mm Acid Grenades are now properly affected by talents
- Acid Grenades and 40mm Acid Grenades deal more damage and slow enemies down, making them more viable against fast monsters.
- Made regular 40mm grenades penetrate armor more efficiently.
- Made Diving Suits resist Acid Burns a bit more.
- Europa Brew's Acid Vulnerability is now double as effective (200% damage taken instead of 100%).
- Adjustment to throwable items (shorter throw distance and reduced speed in water).
- Made flares float in place to make them more useful.
- Made high-quality stun guns more effective (stunning the target faster).
- The health scanner always shows poisons and paralysis on monsters to make it easier to determine whether the poisoning is progressing or wearing off.
- A pass on sound ranges: the ranges should now be more consistent and sensible.
- Made moloch shell fragment and riot shield medium items instead of small to fix them going inside e.g. toolbelts.
- Made husk eggs consumable.
- Made it more difficult to repeatedly enter an abandoned outpost and re-loot the bandits: now the bandits immediately attack you if you re-enter the outpost.
- Monsters you haven't encountered yet are now hidden by default in the character editor. Can be enabled using the command "showmonsters" and re-hidden using "hidemonsters". The value is saved in creaturemetrics.xml. Doesn't affect custom creatures.
- Fixed character crush depths behaving inconsistently (varying between levels, e.g. sometimes crushing the character at the depth of 2000 meters, sometimes 3000).
- Improvements to submarine crush depth effects: previously the breaches were easy to deal with because pressure did small amounts of damage to all walls, now it instead does heavier damage to some walls (and the amount of damage and walls to damage increases with depth).
- Added a round light component variant.
- Increased the hard-coded max mission count back from 3 to 10. It'd be preferable to not change the value above 3 in the vanilla game, but since campaign settings are not moddable, we shouldn't be too strict about it (because it can be useful for a mod that this value can be adjusted).
- Miscellaneous optimizations.
- New slot indicator icons (= the icons that show what can go inside some items, like tanks/ammo).
- Made outpost hull repair service cheaper.
- Doors can now be damaged by melee weapons and ranged (handheld) weapons. (They were already destructible by submarine mounted weapons and explosives)
- Adjusted and rebalanced item damage for most items, to take into account doors being destructible.
- Reduced time needed for a crowbar to open doors, 7.5s for regular doors, 6s for wrecked doors (down from 10 s).
- Boosted Plasma Cutter damage against doors and items (walls not touched).
- Made galena more common in order to make lead easier to get.
- Added Auto Operate option for all turrets. Can be enabled in the submarine editor. Not currently used on vanilla submarines. Auto operated turrets don't require a person to operate them, but they still require power and ammunition (-> someone needs to reload them).
- Exosuits are powered by fuel rods instead of batteries.
- Adjusted plant spawn rates in caves.
- Made lead more common in stores.

Multiplayer:
- Added a language filter to the server browser.
- Fixed reports given by dragging and dropping them on the status monitor always targeting the room the character is inside.
- Improvements to medical clinic syncing (should fix some of the afflictions a character has sometimes not being visible on the list).
- Fixed crashing if you close a server when mod downloads are disabled.
- Improved projectile syncing: spread now behaves the same client-side as it does server-side (as opposed to being completely random).
- Improvements/fixes to dialogs that are shown to multiple clients: disable the option buttons when another client chooses an option, and highlight the option that was chosen.
- Fixed server randomizing the game mode at the end of the round when playing a campaign with the game mode selection set to Random.
- Fixed inability to join servers with a submarine switch/purchase vote running.
- Fixed votes passing if the client who initiated them disconnects before anyone else votes.
- Fixed inability to gain more than 15 talent points in the multiplayer campaign.

AI:
- Fixed bots considering certain multi-hull rooms flooded when they are not.
- Fixed bots deciding prematurely that they can't fix an item when it's deteriorating (e.g. when it's submerged).
- Fixed bots removing battery cells from exosuits when ordered to charge batteries.
- Fixed bots sometimes getting stuck in automatic doors and/or double doors, because they didn't wait for the door to open entirely before pressing the button again.
- Improved bot ‘extinguish fires’ behavior. Fixes bots sometimes not being able to extinguish larger fires, because they stopped too far and didn't keep advancing towards the target.
- Fixed bots claiming that they can't return back to the sub and then following the order anyway.
- Improved the ‘find safety’ calculations so that the bots give more preference to the distance of the room.
- Fixed some remaining issues and edge cases in the logic over when the bot needs diving gear and when it can be taken off.
- Fixed captains (and some NPCs) idling in the airlock if they equip a diving suit.
- Bot can now target items (like projectiles) with turrets and have different targeting priorities on different monsters.
- Fixed bots being allowed to reach items that are too far to be interacted with.

Fixes:
- Fixes and improvements to translations (Japanese and Chinese in particular).
- Fixed light components with a range of 0 and a hidden sprite being invisible against dark backgrounds.
- Various fixes to Typhon 1: most notably, adjusting the hulls to prevent some rooms from being impossible to drain fully.
- Fixed "kill" command not killing characters under the influence of "Miracle Worker".
- Fixed some lights becoming invisible when their range is set to 0 and they're against a dark background.
- Fixed lights turning on without power when they receive a toggle or set_color input.
- Fixed changing the amount of items to fabricate inadvertently starting(or activating) fabrication in MP if you've previously started fabricating something
- Fixed campaign settings resetting in the campaign setup menu every time you relaunch the game (meaning you'd always need to e.g. remember to toggle the tutorial off if you want to play without it).
- Fixed inverted mouse buttons not working properly since the last update: the left mouse button was considered the primary mouse button regardless of your OS settings.
- Fixed status monitor not properly displaying condition on tinkered items.
- Fixed machines smoking when above 100% condition with tinkering.
- Fixed inventory overlapping with the chatbox on low aspect ratios (small width, large height).
- Fixed some layering issues in abandoned outposts.
- Fixed water-sensitive items sometimes spawning as loot in wrecks.
- Fixed radio static still playing even if you don't have a headset.
- Fixed rifle grenade sounds not working.
- Fixed crashing on startup if the MD5 hash cache file is empty.
- Fixed research stations and loaders not being visible on the status monitor's electrical view.
- Fixed artifact missions sometimes choosing the same artifact as a target if you happen to have multiple missions active at a time, which would lead to console errors when the round ends.
- Fixed exosuit playing the warning beep if there's empty or almost empty tanks in any of its slots.
- Fixed oxygen generators deteriorating in some of the outpost modules.
- Fixed reputation loss when a character other than the player (e.g. crawlers in the 'crawleroutbreak' event) damages the outpost walls.
- Fixed outpost modules sometimes being placed in a way that makes them overlap with the sub.
- Fixed characters trying to walk in flooded spaces that are too low to stand in (like some of the tight passages in alien ruins).
- Genetic material backwards compatibility to fix old unidentified genetic materials disappearing from saves prior to v0.21.6.0.
- Fixed genetic materials being too rare in outposts now.
- Fixed hunting grounds affecting outposts 2 steps away, not just ones in adjacent locations.
- Fixed "residual waste" talent duplicating genetic materials.
- Fixed monsters sometimes spawning inside destructible ice chunks in caves.
- Fixed respawn shuttle sometimes spawning inside floating ice chunks.
- Fixed equipping a ranged weapon setting its reload timer to 1, making it possible to reduce some weapons' loading times by unequipping and equipping them.
- Fixed partially consumed items not staying on top of the stack they're in.
- Fixed submarine tier and class affecting the prices of the submarine upgrades: e.g. a tier 2 upgrade would cost more on a submarine where tier 2 is the maximum than on a submarine with a higher maximum.
- Fixed reputation loss when you steal items from bandits in a beacon station.
- Fixed equipped flares igniting when you click on the inventory.
- Fixed "Quickdraw" talent not affecting Alien Pistols.
- Fixed toolbelts and other items worn on the torso getting hidden when wearing a safety harness.
- Fixed advanced syringe gun and slipsuit fabrication recipes.
- Fixed floating pumps and ladder layering issues in Herja.
- Limited the number of makeshift shelves per sub to 3 (similar to portable pumps). Otherwise you can use them to expand the sub's cargo capacity indefinitely.
- Fixed dementonite and hardened crowbars spawning in respawn containers (= respawn shuttle cabinets).
- Fixed alien blood no longer causing psychosis, + made it slightly less effective to make fabricating blood packs more worthwhile
- Fixed fire extinguisher spray getting blocked by characters.
- Venture: Fixed the battery room not flooding properly (again), fixed the two hulls in the airlock not being linked, adjusted the waypoints a bit.
- Selkie: Disconnect the outer nodes from the ladder/door nodes, because the docking ports can't be opened manually.
- Fixed Thalamus AI not running properly when there's no player characters or submarines around (e.g. when all the players are in the freecam mode).
- Fixed the ammo indicator not showing correctly on the advanced syringe gun.
- Fixed bots sometimes getting confused by outside waypoints while being inside an outpost.
- Fixed item relocation logic running also on NPCs that are not in the player team, which could cause diving suits dropped by NPCs to get spawned in the player sub.
- Fixed ranged weapons (most noticeably, scrap cannon) emitting particles in the wrong direction.
- Fixed acid burns not having a cause of death text.
- Fixed "skedaddle" not giving a 10% movement boost like the description says.
- Fixed odd fabrication list sorting: the items that require a recipe to fabricate were split into ones you have the skills to fabricate and ones you don't, even though that isn't visible in the UI, making the list just seem out of order.
- Fixed red glow around the light switch's green button.
- Fixed inability to hold a captain's pipe or cigar in your left hand.
- Fixed ready checks not working.
- Fixed affliction probabilities being evaluated twice, meaning that e.g. 50% probability of getting some affliction from an attack was actually a 25% probability.
- Fixed item highlights from the previous round remaining visible the next round.
- Fix the vitality modifiers on husk not working properly, because health indices on the limbs were not defined. Effectively husks always took 2x damage.
- Fixed basic depth charges being cheaper than intended (only 30 mk).
- Fixed inability to make lights blink at a high frequency by rapidly turning them on and off with e.g. oscillators.
- Fixed follow orders not being persistent between singleplayer rounds.
- Fixed bots being unable to move through Herja's airlock due to an unlinked waypoint.

Modding:
- Fixed crashing if a StatusEffect is configured to SpawnItemRandomly but doesn't configure anything to spawn.
- Improved the error handling of item/character variants. Previously if the parent prefab wasn't found, there was no error message, but the variant was still created, causing crashes in various situations.
- Added AITurretPriority and AISlowTurretPriority on items and characters. Setting the priority to 0 can be used for telling the bots to ignore the target entirely. Items also need to have IsAITurretTarget="True" enabled to make them a valid target.
- Added ItemDamageMultiplier on items. Can be used for increasing the damage caused by other items, like weapons. Works like the existing ExplosionDamageMultiplier.

MORE ABOUT THIS GAME

 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,434
I didn't even realize the game is out now (almost a whole month ago!). I can finally start playing it.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://barotraumagame.com/announcements/post-launch-greetings-and-patch-v1-1/

POST-LAUNCH GREETINGS AND PATCH V1.1​

Hello everyone!
Thank you sailors old and new for joining us over the past weeks to celebrate our 1.0 release. We hope you’ve had fun diving into the depths; we’ve been overjoyed to see how many of you there have been!
Barotrauma Steam front page takeover
It was quite exciting to see our game on the front page of Steam!
Now that we’ve had some time to recover from the release, it’s time to turn our eyes to the future again. Barotrauma is going to keep getting further updates and improvements, perhaps not as frequently as during early access, but regularly nonetheless.
As life on Europa may already have taught you, things don’t always go entirely smoothly, and as such some issues slipped into the release build. We’ve released two hotfixes to tackle some of the more severe ones since then, and more fixes are in the works. Thank you for being diligent with bug reports (and patient while waiting for fixes)!
Barotrauma submarine stuck bug
Outta my way son! Sub stuck, sub stuck! (This issue should be fixed in v1.1)

V1.1​

The next release is going to be a slightly larger patch, coming in a little over a week. It will contain many fixes for the bot AI in particular, to hopefully make them less prone to asphyxiation and getting stuck on things, and help them do a better job while manning the ship’s guns. There are also many other fixes and improvements coming at the same time. Here are just some of the things to look forward to:
  • Bots should be better at changing oxygen tanks and finding items overall.
  • Fixed multiple bot pathing issues, including many fixes specific to using ladders.
  • Fixed bots using both a diving mask and a diving suit suit simultaneously.
  • Improvements to bots operating turrets. For example, better prioritization of targets and less delay before shooting.
  • Reworked Typhon submarine, with many QOL-fixes. (Kudos to UberPendragon)
  • Makeshift shelves should now be placeable, even in saves predating 1.0.
  • Linked fabricators to nearby cabinets in Azimuth, Berilia, Kastrull, Orca2, Typhon, Typhon2 and Winterhalter.
  • Replaced the wall between gunnery and engineering (that every sane person cuts a hole in) with a door in Kastrull.
  • Multiple fixes to talents
  • Several multiplayer fixes which should make various disconnects / networking errors less common. Most notably, submarine/mission equality check -errors should happen less often.
Barotrauma Typhoon submarine rework
A sneak peek at the reworked Typhon, coming with v1.1.

FURTHER DOWN THE ROAD​

The release after the next one is also most likely going to be a large-ish patch rather than a full-fledged update, with more fixes and improvements. We’re aiming to have this second patch out sometime later this spring or in the early summer. We’ll write more about that closer to date, and of course, stay tuned to the Unstable version which grants you test access to in-development content and fixes.
Barotrauma bot pathing issue example
A glimpse at the complicated system of bot pathing. Expect improvements on that front with v1.1!

EVEN FURTHER: NEXT CONTENT UPDATE​

Gamedev is not all bugfixes, luckily, and we’ve already begun work on the next content update. Without going into too much detail about it yet, since it will only be release-ready in the latter half of this year, we’re now finally planning on reworking the traitor mode. Our goal is to offer more variety in the traitor objectives and rework them so they take a longer time and perhaps a bit more finesse to complete, fleshing out the traitor concept a bit better. More about that later when the new design is finished and ready for the light of day.
Stay tuned for the 1.1 patch in a couple of weeks, and thank you again for making our release a wonderful experience!
Barotrauma bot oxygen tanks meme
The extremely elusive and strange “oxygen tanks” should be more noticeable by bots in v1.1.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/3686806065686914865
Preview: Summer patch
abb5e9d35633306eefba92ff5c5657eee957cee3.png


Hello everyone!

Our second post-1.0 patch is almost ready to be released, with various fixes and improvements as well as a few entirely new additions. Here are some highlights to look forward to:

  • Electrician’s goggles
    , a completely new item for the Engineer which will visualize power and signals moving through the wires of your submarine and let you see the power and signal values on the connection panel interface. This should make the wiring system more approachable to new players and give veterans extra information to create more complex systems.
  • The reworked line-of-sight effect
    gets rid of jagged edges and weird geometry while making the effect look smoother overall, especially near intersecting walls.
  • Optimizations
    to the performance of the game, most notably in submarines with a large amount of items. We have also improved loading times and made some of the lighting effects less performance-intensive.
  • Fixes
    to bugs such as anaparalyzant not reducing paralysis, further fixes to the bot AI and pathing, as well as all-round small tweaks and improvements, like new category buttons in the fabricator interface to make it easier to find items.
Stay tuned for the patch next week, and read more about the upcoming changes on our blog now!

Barotrauma Unstable
Did you know you can try out patches and updates in the making and give us feedback even before new versions are released? The experimental Barotrauma Unstable is available to everyone who owns Barotrauma on Steam and receives frequent updates as we work on new releases for the game. Find out more about the Unstable version in this forum post as well as in the #baro-unstable channel of our official Discord server.

Please note that our documentation and discussions about the experimental version are only available in English. Next week’s patch is already playable in the Unstable version now; welcome on board!
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
Completely forgot about it, that's what happens when you release unfinished or barely baked content in early access. Now I've got the full experience for half the price on discount, and it's pretty good. It feels like Sid Meier's Pirates mixed with Space Station 13 and FTL, indeed. Might even call the game great.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
how does it play as a single player game?
I haven't tried multiplayer yet, but the single-player experience is similar to other games where you move between stations, select missions, and aim to progress deeper and upgrade your submarines or purchase new ones. There are many challenging situations that can occur along the way, and some missions may require you to send divers into caves or ruined installations. There's a time limit and radiations occuring if you stay too long in the early areas, i have yet to suffer from it. The game is quite challenging and more difficult than the typical mainstream shit. It's not perfect and can feel a bit repetitive at times, but I still highly recommend it as it reminds me of the golden eras of gaming.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,721
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/602960/view/6391229148050086542
Out now: Treacherous Tides Update
Hello everyone!

The Treacherous Tides update has just been released. Find the full list of changes at the end of this post and a more detailed description of the update in this post from last week.

Be sure to update your game to the latest version to be able to host and join servers. Dive in for a new and expanded traitor gameplay system, along with a long list of other additions and improvements!


v1.1.18.0

Traitor overhaul:
- Completely redesigned traitor system, which also now works in the campaign mode.
- The traitor missions (now called "events") have been implemented using the scripted event system, and can be created in the event editor. We unfortunately had to drop support for the old system; even though we aim to not do any backwards-compatibility breaking changes now that we're past 1.0, after evaluating the number of mods that include custom traitor missions and seeing how few there are, we felt that it's better to depreciate the old system instead of maintaining two separate systems. We're sorry for the inconvenience, but we're hopeful the move to the scripted event system will allow modders to create more complex traitor events much more easily!
- A total of 27 completely new traitor events.
- Multi-traitor events and code words are back!
- Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average).
- Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode.
- If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached).
- Players who haven't been traitors before/recently have a higher chance of getting selected as traitors.
- In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission experience.
- The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a monetary penalty.
- Added various new traitor items, perhaps most notably the Radio Jammer, a handheld battery-powered device that temporarily disables radio communications (both text and voice chat).

Stacking and storage changes:
- Added Backpack, essentially a larger variant of the toolbelt with a small speed debuff. Can be obtained through the new assistant talent "Bag It Up", and purchased in stores around mid-way through the campaign.
- Oxygen and fuel tanks no longer stack in player inventories, but their capacity has been increased to compensate. A stack of oxygen tanks would last nearly 45 minutes (and that's not even accounting for high-quality tanks), which meant you could easily carry so much oxygen that running out is practically never a risk.
- Increased stack sizes of most items (such as materials, ammo, meds) to 32.
- Increased cabinet capacities.
- Storage containers can no longer be put in normal cabinet slots. The intention is to prevent being able to use storage containers as a way to significantly increase cabinet capacity (all the way up to 2880!). The larger stack sizes and increased cabinet capacities still allow storing a very large number of items, without having to resort to storage containers which make managing the items in the cabinet more inconvenient.
- Cabinets now have a handful of special "extra slots" specifically for storage containers. Storage containers have other uses besides just increasing storage capacity, and these extra slots are intended to keep them a viable option for those other uses.
- Added buttons for merging stacks and alphabetical sorting to all cabinets.
- Dropped stacks of items behave as one physical object and can be picked up by clicking once, instead of the stack becoming a bunch of individual items that need to be picked up one-by-one.
- Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks.

Talents:
- Fixed "By the Book" giving you the bonuses regardless if you complete a mission or not.
- Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often led to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead.
- Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe.
- Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it).

Misc changes and additions:
- Added Circuit Box, an item that allows creating circuits without having to fabricate and place each component individually on the sub's walls.
- Added lights that indicate the ammo status to turret loaders.
- Characters "grab" the device/item they're interacting with, making it easier to see e.g. whether a character is taking something from a cabinet or just standing next to it.
- Allowed any type of ammo box to be used in the turret ammo box recycling recipes.
- Improved explosion particle effects.
- Added a new abandoned outpost mission variant (relating to one of the shadier factions).
- Pets become unhappy faster. Previously the happiness decrease rate was so low the pets were more likely to starve to death than to become unhappy.
- Pets no longer regenerate health when they're well-fed. This was a leftover from the 1st implementation of the pets, and is no longer necessary, because they now regenerate health while eating.
- Repositioned item interfaces retain their positions between rounds.
- Killing/handcuffing the terrorists during escort missions is no longer required to complete the mission. Fixes other means of detaining them (such as brigging, stunning or paralyzing) not being considered valid before.
- It's now possible to access the gene splicer slot of dead/incapacitated characters.
- Increased fruits' impact tolerances to prevent them from breaking when falling.
- Tweaks to the sound effects when under high pressure.
- Underwater scooter's light turns on when aiming (not just when actually using the scooter).
- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables".
- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect.
- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something.
- Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed.
- The Output and FalseOutput of switches and periscopes are editable.
- Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down.
- Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire.
- Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons.

Balance:
- Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead.
- Revisited the contents, the difficulty, and the rewards of monster missions.
- Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions.
- Slightly increased character impact damage (i.e. damage taken when you fall or get thrown against something).
- Being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls).
- Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness. Afflictions that can't be treated with morphine + bandages should be more common, so here's some!
- Piezo crystals cause a bit of stun and burns on characters.
- Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked.
- Added 50% flow resistance to makeshift armor to make it more effective in indoors combat.
- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate for the failure effects.
- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack.
- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit.
- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power.
- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon.
- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface.

Optimization:
- Optimizations to situations when there's lots of NPCs nearby. Particularly noticeable in very crowded outposts.
- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it.
- Optimized flashlights and other directional lights.
- Loading optimizations (loading screens should now be noticeably quicker).
- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck.
- Miscellaneous smaller optimizations.

Submarines:
- Reworked Berilia.
- Reworked R-29.
- Linked fabricators to the cabinets next to them in all vanilla subs.
- Various fixes and improvements to Orca.
- Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall.
- Waypoint fixes to most player subs.
- Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one.
- Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one.

Multiplayer:
- The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%).
- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead.
- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn.
- Fixed icon in server details panel in the server list saying that every server is modded.
- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back.
- Fixed fabricator sometimes starting to fabricate an incorrect amount if you click the "start" button quickly after adjusting the amount.
- Fixed occasional "received invalid SetAttackTarget message" errors in multiplayer. Happened when some attack caused the target to be killed and despawned immediately (e.g. when a pet was instakilled by a monster).
- Fixed inability to attach items to walls outside the sub in MP.
- The outpost manager is always killable in the Tormsdale report event even if the killing outpost NPCs is disallowed on the server.
- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages).
- Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub.
- Fixed clients not seeing the votes of anyone who voted before them on the ready check.
- Fixed dropping off ladders when you open your own health interface in multiplayer.
- Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning.
- Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side).
- Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer.
- Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round.
- Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command.

AI:
- Fixed bots "cleaning up" (or stealing) batteries from portable pumps.
- Fixed bots never cleaning up detached wires.
- Fixed bots sometimes ignoring the leaks right next to doors/hatches.
- Fixed bots cleaning up items that are being eaten by a pet.
- Monsters not ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit.
- Autopilot now avoids the floating ice chunks using the same logic it uses to avoid ice spires.
- Defined AI combat priority for the alien pistol.
- Adjusted the combat priorities of flamer and steam prototype gun.
- Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown).
- Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo.
- Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed.
- Fixed bots still sometimes getting stuck on corners around staircases.
- Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins).
- Bots don't attempt to clean items in the main sub in outpost levels.
- Fixed bots sometimes just swimming around when they should be able to get back to the sub.
- Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing).
- Fixed "follow" order not always persisting between rounds.
- Bots don't try to use stabilozine to treat deliriumine poisoning. It only slows down the progress of the poisoning, which is kind of pointless in the case of the non-lethal deliriumine poisoning.

Alien ruins and artifacts:
- The ruins now start smaller and grow bigger gradually, depending on the difficulty level.
- Ruins start to appear a little later in the campaign (in the second biome).
- Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later.
- Adjusted the loot distribution in the ruins.
- Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered.
- Fixed guardian pod damage sounds sometimes being inaudible.
- Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered.
- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water.
- Thermal Artifact now emits steam in water that burns and damages walls.
- Nasonov Artifact now also disrupts the sonar. Added particle effects.
- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters.
- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with.
- Doubled the price of all artifacts.
- Fixed artifacts never spawning as random loot in ruins.

Fixes:
- Fixed 2nd end level being impossible to complete if you've already completed the campaign once, because the logbooks didn't respawn on the 2nd loop.
- Fixed inability to equip one-handed items when you're holding a one-handed container that item can go inside (e.g. trying to equip a revolver while holding a storage container would just put it in the container).
- Fixed an exploit that allowed giving your ID card access to places it shouldn't have access to (by placing it in the inventory of e.g. a bot captain and saving and reloading).
- Fixed mollusk and skitter genes giving much less vigor/hyperactivity than intended, making them practically useless.
- Fixed crashing if you change the language when there's scrolling texts (such as "your skills might be insufficient...") visible on the screen.
- Fixed an exploit that allowed using beds/chairs and crouching to trigger a sort of "noclip".
- Fixed particle "z-fighting" (particles flickering in front of each other). Was particularly noticeable with smoke particles.
- Fixed lighting and LOS behaving strangely on very long walls (not extruding far enough to cover the whole screen, allowing you to see through the wall).
- Fixed rifle reload sounds sometimes not playing if you fire in very rapid succession.
- Fixed files listed in file dialogs (such as when choosing a thumbnail for a mod) being in an inconsistent order on Linux.
- Fixed gaps generating strangely on "Shuttle Shell A Glass A".
- Fixed autoturrets being unable to fire inside hulls.
- Fixed “badvibrations3” event (last part of the event chain where you're assigned to salvage a psychosis artifact) never triggering.
- Fixed "sleight of hand" event not giving you the trinket if you choose the 1st dialog option.
- Fixed husk symbiosis getting removed from characters after finishing the campaign.
- Fixed heavy wrench not stunning unskilled users like it should.
- Fixed Jovian radiation no longer causing any noticeable radiation sickness, because it healed faster than the Jovian radiation causes it.
- Fixed chaingun's "winding up" sound not following the sub.
- Only allow putting syringes in autoinjectors (autoinjecting bandages doesn't make much sense, and doesn't work properly).
- Fixed submarines getting stopped by the collider of the acid mist emitted by acid grenades.
- Fixed connection panel layout not working properly on very large resolutions (pins being excessively large and/or going below the borders of the panel's frame).
- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer.
- Fixed occasional "no suitable return target found" console errors when leaving a location.
- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor's test mode.
- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid).
- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager.
- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet).
- Fixed text display's light turning off when copying one in the sub editor.
- Fixed 40mm grenades not exploding in nuclear shells.
- Fixed bringing the cursor over the inventory interrupting using tools and weapons.
- Minerals can't be grabbed before they've been detached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing).
- Fixed sonar not displaying markers for other subs in the sub editor test mode.
- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself.
- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself.
- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other.
- Fixed rope pull force originating from the item's origin instead of the barrel.
- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it.
- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls.
- Fixed monsters sometimes spawning within the player's sight in wrecks (or ruins).
- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory.
- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator.
- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one).
- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side.
- Fixed nuclear reactor's explosion effects sometimes not being visible client-side.
- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left.
- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor.
- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun.
- Fixed a rounding error making some hairs/attachments in mods impossible to select.
- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML.
- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage.
- Fixed ancient weapons not being able to cut minerals.
- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub".
- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor.
- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily".
- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke.
- Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character.
- Fixed characters letting go of the character they're dragging when moving out from or into a sub.
- Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal.
- Fixed diving masks reducing movement speed.
- Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should.
- Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu.
- Fixed monsters sometimes spawning inside the sub after you restore a beacon station.
- Fixed trying to return back from a "deadend location" with no outpost sometimes not working.
- Fixed fractal guardians damaging themselves with their steam cannons.
- Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage.
- Fixed auto-operated turrets being able to function without power.
- Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there.
- Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects.
- Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet.
- Fixed lights shining through items characters are holding.
- Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub.
- Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal.
- Fixed inability to damage doors with melee weapons from outside the sub.
- Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation).
- Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs.
- Fixed "show hidden afflictions" button not scaling correctly when switching the resolution.
- Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost.
- Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt).
- Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm).
- Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic.
- Fixed captains spawning without tobacco in the pipe (literally unplayable).
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,170
Location
Eastern block
Good idea, shit presentation
 

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