1. Barotrauma
  2. News
  3. Patch and monster mini-update out now

Patch and monster mini-update out now



Hello everyone!

We’ve now released a minor update to address issues in the Silky Smooth update. The update also contains new Crawler variations. See the changelog below and be sure to update your servers!

v0.9.8.0

Additions and changes:
- Added husked Crawler.
- Re-worked Crawler.
- Moloch: Changed behavior. Added attacks on the tentacles. Fixed some behavior and targeting related issues.
- Improved eating animations.
- Rebind monster attack to "R", because the middle mouse button is now reserved for the command interface. Fixes attacking while controlling a husk or some other monster.
- Calculate the direction from the limbs separately when attacking. Fixes some issues when an attack applies forces on multiple limbs.
- Added damage protection on Hammerhead Matriarch's and Moloch's skirts/tentacles.
- Changed the ai target calculations for characters.
- Adjusted the AI targets for: navterminal, sonar, flashlight, diving suit, underwater scooter, flare, fire extinguisher, and many weapons.
- Husk infection progress is now a bit different: The thresholds are different, and the damage is taken only in the final phase before turning.
The final phase now causes minor twitching in the body.
- Husk faces are now only visible on fully turned (human) husks.
- Fixed rapid turning into husk when taking a a lot of damage from husks.
- Monsters with "flee health threshold" defined now only flee when they are being chased.
- Adjusted Bonethresher's attacks.
- Adjusted the AI priorities for Hammerhead Spawn, Husk, Tigerthresher, Moloch, Mudraptor.
- Mudraptors don't flee anymore when on low health.
- Improvements and fixes on the medic AI.
- Add medical autonomous objectives for also other jobs than medics.
- Improvements and fixes on the extinguish fires behavior.
- The bots don't anymore report about low priority issues while fighting or fleeing. Also fixes bots always reporting theirself as the target for the required treatments.
- Movement speed modifiers now adjust the swimming animations and steering forces too.
- Removed deprecated Molochboss. The boss will be reimplemented later.
- Forced aggressive behavior for creatures that are spawned as mission targets, make an exception with the Matriarch.
- Pressing enter is not required after changing values in text fields in the sub editor.

Modding:
- Husk affliction mechanics now fully support different species.
- Added "Visibility" parameter for the characters (similar to Noise).
- Added "Attack Force Multiplier" for all limbs.
- Implemented per joint and per limb scaling.
- New LimbType: "Jaw". Used for eating animations.
- Added "Attack Distance" parameter, which is currently only used for Aggressive and PassiveAggressive behaviors.
- Added "Constant Angle" and "Constant Torque" for keeping a limb constantly rotated in a desired orientation.
- Allow to define world forces for the root movement in three phases of the attack: start, middle, end. Set the main collider position to the main limb position when the attack ends to fix the rubberbanding behavior after the attacks.
- Implemented "After Attack Delay": A property for adding a delay after the attack has hit the target, before starting to update the after attack behavior (e.g. falling back).
- Renamed "AttackContext.NotDefined" to "AttackContext.Any".
- Added "Retreat" parameter for attacks. When enabled, the character tries to steer away from the target while attacking it.
- Accept the plural "requireditems" when overriding items.
- Replaced "identifiers" with "items" on "RequiredItems" elements. Both strings are handled in code -> no functional difference. Fixed just for clarity.

Bugfixes:
- Fixes to crashes when autoupdating Workshop items during startup.
- Fixes to disconnections with the error message "expected old event" when loading a round takes a long time.
- Fixed crashing if the selected core content package contains errors (missing files, invalid XML files).
- Fixed splash screen causing a crash on some Mac systems.
- Fixed corrupted save files causing the game to crash during loading.
- Fixed a memory leak in the health interface that may have caused crashes on very long game sessions.
- Fixed clients being able to run the "enablecheats" command client-side without the permission to use the command.
- Fixed AI inputs not being synced with clients, preventing clients from seeing when the bots aim/shoot/attack.
- Don't allow using the "flipx" console command while playing online.
- Fixed portrait area & health bar being clickable (despite being hidden) when grabbing another character.
- Fixed a case of characters getting stuck facing one direction. Happened when you switched a character when the command interface was enabled.
- Fixed previous order disappearing from the crew list on resolution change.
- Fixed text not being colored according to message type (default/radio/pm/dead) in the chat input box.
- Fixed "collection was modified" exception if drawing a subinventory causes highlighted inventory slots to change.
- Fixed coilgun/railgun projectiles occasionally hitting the wall next to the turret when launched.
- Fixed text overlays "vibrating" when using the Health Scanner HUD while the sub is moving.
- Fixed level editor not saving level generation parameters that are inside an element.
- Fixed job icons overflowing from the job selection panel when using mods that add more jobs.
- Fixed clients being unable to cancel file transfers.
- Fixed StatusEffects with a delay or a duration "transferring" to another target when the same effect is applied on another entity (for example when using the same stabilozine syringe on multiple characters).
- Fixed particles spawned in StatusEffects only copying the emission angle of the parent item, but not the rotation when CopyEntityAngle is set to true.
- Fixed terminals not sending any outputs server-side.
- Fixed bots unequipping diving suits when they shouldn't. Only happened while doing a low prio objective.
- Fixed retreating bots attacking with adhoc weapons like tools. If the bots retreat, they shouldn't use weapons at all.
- Fixed the priority calculation for the rescue all objective. Should fix bots refusing to treat seriously injured characters and also fixes the priority of the targets.
- Fixed occasional rapid flipping (usually noticeable only in debug draw mode) when a bot has no valid path or the path has ended.
- Fixed bots sometimes not being able to climb ladders because they skip a node too early. Happened especially in Katrull.
- Fixed some cases where bots fail to release the ladders when they should.
- Fixed bots occasionally disgarding an autonomous objective with low priority after starting to follow it.
- Fixed bots ignoring unsafe hulls (= any threats) when they shouldn't and consequently heading into danger.
- Fixed some monster attacks causing internal damage instead of bitewounds.
- Fixed Hammerhead Matriarch's head damage modifier ignoring bitewounds.
- Fixed latched creatures not reacting on being damaged.
- Fixed monsters flipping constantly while swimming.
- Fixed Husks not regenerating health properly.
- Fixed AI targets not being decreased on inactive items.
- Fixed fire extinguisher definition (xml): the identifier and the tag shouldn't be the same string.
- Fixed monsters sometimes moving slower than they should when walking inside.
- Fixed charge indicator not being flipped in horizontally/vertically flipped batteries.
- Fixed fabricators occasionally getting stuck to the active/inactive state client-side when the fabrication is paused due to insufficient power.
- Fixed ancient weapon not cutting through holes in walls.
- Fixed ambient light being brighter in the submarine editor than in-game.
- Fixed walk speed not being affected by speed reductions.
- Fixed all enemies ignoring the speed modifiers.
- Fixed wires appearing as loose items on the floor after saving and reloading if they've been disconnected from both ends.
- Fixed non-stackable status effects with a duration having no effect.