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Sneak peek: Character overhaul



Hello everyone!

One of the most frequently heard wishes from our players has been to make humanoid characters look nicer. As such, we’re very happy to introduce a complete character overhaul as part of the next update.

New ragdoll and animations
We’ve revisited the proportions and movements of the bodies of human characters to achieve a more natural look. However, the basic ragdoll system remains the same, so expect some comical movements as always!

New faces, hairstyles and accessories
We’re replacing all character faces in the game with new and improved ones. Hair and facial hair styles as well as accessories and costumes have also been remade to fit the new style.

New customization options
We’re adding a skin shader system to allow you to customize your character’s complexion. Hair and facial hair color also becomes customizable. Last but not least, we’re adding character customization options for singleplayer.

We think this overhaul is an important part of going towards a finished look and feel for Barotrauma, and we hope you’ll like it!

Read more about the character overhaul on our blog.

Sneak peek: Character talents



Hello everyone!

One of the most exciting additions in the next major update is going to be the brand new talent system. Talents are class-specific buffs and extra skills that you will be able to unlock with experience points gained from completing missions in the campaign.

Talents serve to make the roles of different classes stand out better while allowing you to shape your characters more to your liking. They also make characters more valuable to the crew because of their new, more specialized proficiencies – in some cases, choosing the right talents can even allow you to craft previously uncraftable items!

  • Engineers get talents to specialize in crafting, research and exploration, or the core engineer tasks aboard the sub.
  • Mechanics can specialize in maintaining onboard machinery, boosting the performance of appliances, or exploration and prospecting.
  • Doctor talents make you more skilled in keeping the crew alive, in crafting and genetics, or in supporting the rest of the group on away missions.
  • Security officer specializations are geared towards protecting the ship and crew, survival outside the sub, and maximizing onboard weapons’ firepower.
  • Captains can focus their talents on mastery of sidearms, efficient progression in campaigns, and commanding large co-operative crews.
  • Assistants get their own talents, too, to make the most of the learning, dying, or clowning experience.


What do you think? Our goal with talents is to allow players to specialize more, without losing the ability to perform a wide range of tasks regardless of class. You can read more about talents on our blog.

Talents will be released as part of the alien ruins overhaul update, planned for the end of October. Stay tuned for more news about the update!

Fix patch and summer’s end greetings



Hello everyone, it’s been a while – we hope you’ve all had a great summer!

We’re now back at work after our summer break, and today we have released a patch with a long list of fixes – find out more on our blog and see the full list of changes below. Be sure to update your game to the latest version.

With these fixes released, we are already busy at work on the next major update. Stay tuned as we write more about the long-awaited alien ruins overhaul, coming later this year!


v0.14.9.0

Changes:
- If multiple turrets have been linked to the same loader, the turrets can't be swapped individually (both need to be swapped at the same time to prevent turrets from getting linked to an incorrect type of loader).
- Emergency lights don't cast shadows by default (they have such a short range that disabling the shadows usually doesn't make a difference visually, but improves the performance of the subs).
- Allow closing the submarine previews with esc.
- Made ballast pumps in Kastrull's drone indestructible (because they're impossible to access without breaking the walls/floors).
- Made exploding coilgun ammo more expensive and increased the capacity of the ammo boxes a bit.
- Made pirate subs immune to ballast flora.
- Security's stun guns spawn fully loaded.
- Reduced escort missions' base commonness. Doesn't have an effect in the campaign because the commonness is defined in the mission events, but fixes escort missions being much more common than other mission types in mission mode.
- Destroying a reactor with explosives depletes the fuel rods.
- Hide the equipment slots and character portait in wiring mode.
- Added platforms behind Remora Drone's hatches.

Fixes:
- Fixed enemies sometimes not spawning at all during a mission. Happened when the game selected the "stowaway" event to occur during the mission.
- Fixed pirate and escort missions not being available from late-game outposts.
- Fixed occasional "unauthorized multithreaded access to RandSync.Server" errors when starting a pirate mission in multiplayer.
- Fixed crashing with a "E_INVALIDARG" SharpDXException if an ice spire happens to generate on a very short level wall edge.
- Fixed crashing when trying to spawn inventory items for a character who left before respawning during the previous round.
- Fixed batteries always recharging at "full speed" when not full, regardless of how much power is being drawn from the battery. E.g. a battery that's only connected to a lamp drawing 5 kW of power would always recharge at the full 500 kWmin.
- Fixed traitor items sometimes spawning in non-interactable or hidden containers.
- Fixed turret rotation limit widgets working unreliably in the sub editor.
- Fixed barrels being misaligned on scaled turrets in the sub preview.
- Stores don't offer/request sealed supply crates as daily specials.
- Fixed campaign settings (radiation enabled, max missions) resetting when reopening the campaign settings menu.
- Fixed hitscan projectiles not hitting structures outside hulls when the turret itself is inside a hull.
- Fixed inability to swap items between the character's inventory and a container in some situations in multiplayer (when the container was right at the edge of the character's interaction range).
- Fixed bots being unable to repair the pump in Typhon's bottom airlock.
- Fixed crashing when repairing or fabricating something as a husk (or some other character with no CharacterInfo).
- Fixed crashing when reviving someone using CPR as a character with no CharacterInfo (e.g. husk).
- Fixed upgrades using the original value from a previous item when swapping to a new one (e.g. swapping a railgun to a coilgun sets the power consumption to the railgun's power consumption). More specifically, this happened when the campaign was saved and reloaded after purchasing the upgrade, and the item was swapped after that.
- Fixed wrecks sometimes being positioned right side of the exit position.
- Fixed characters not getting knocked down at the last stage of husk infection if they have the Vigor buff.
- Fixed discharge coil triggering when trying to rewire it.
- Fixed some ActionTypes having the same value (e.g. OnFire == OnDamaged). Caused wrong type of status effects triggering in some cases, for example OnDamage effects when an indestructible thalamus organ is on fire.
- Fixed items that are set to be hidden in-game being visible in the sub preview.
- Fixed bots being unable to weld leaks that are too high above them, even if they're actually in reach. Happened because the distance to the leak was calculated relative to the character's position, even though the range of the welding tool is relative to the character's shoulder.
- Fixed cargo mission rewards being displayed incorrectly when there's multiple cargo missions selected and not enough capacity for all the cargo.
- Fixed caret getting misplaced when clicking on a textbox with padding.
- Fixed headset only being able to send signals to each wifi component once.
- Fixed bots sometimes ignoring broken devices. Happened when another bot had selected the device as their repair target, even if the bot was currently repairing something else.
- Fixed nav terminal labels sometimes being draw under linked status monitor HUDs.
- Fixed bots sometimes not fixing airlock doors/hatches. More specifically, doors whose center point was outside a hull.
- Fixed medic bots grabbing the target and never letting go when there's no suitable treatments available anywhere in the sub, or when they're in an outpost and not carrying any suitable treatments.
- Fixed bots suffocating when they run out of oxygen tanks if ordered to wait wearing a suit.
- Fixed ability to select other items when operating periscopes. Didn't cause problems in vanilla subs, but in custom subs where the turret was placed close to the periscope and other interactable items, it was possible to accidentally select something else when trying to fire.
- Made nav terminal's "velocity_in" input change the target velocity, not just the steering input, making it possible to adjust the velocity with signals when using autopilot.
- Fixed text fields in a component's editing menu not refreshing until you've interacted with another component.
- Fixed ruins sometimes overlapping with level walls (when they happen to spawn next to a very large cell).
- Fixed ability to "partially open" the health interface in the sub editor, causing the inventory layout to get messed up when clicking on the character portrait even though the health interface isn't drawn.
- Fixed ability to keep dragging an item from a stunned/ragdolled character's inventory after they get back up.
- Fixed nuclear weapons not damaging ballast flora.
- Fixed normal uniforms deflecting projectiles even though they shouldn't.
- Fixed clients who've opted to spawn with reaper's tax getting a new character if the round ends before the client respawns.
- Fixed occasional crash with the error message "collection was modified; enumeration operation may not execute" when loading mods on startup.
- Fixed ability to keep dragging the previously equipped wire in the sub editor after you equip another wire with the wire hotkeys.
- Fixed characters' sprite depth changing during the "autowalk" towards a bed or chair.
- Require the sub to move a bit faster to crush characters between the sub and a wall. Previously essentially any non-zero velocity was enough to crush a character, even if the sub didn't appear to move.
- Fixed nests sometimes getting placed outside caves. Happened when the game tried to position the nest above an opening at the bottom of the cave.
- Fixed inability to use the health interface on the escorted characters.
- Fixed 1st client (usually the host) always spawning at the same spawnpoint in multiplayer even if there's multiple suitable ones available.
- Fixed stacked partially used items (e.g. stacked explosives that have been damaged) dropping from character inventories at the start of a round.
- Fixed occasional freezing when replacing lost shuttles after purchasing submarine upgrades.
- Adjusted Endworm's colliders so that you can't hit the tail between the armor segments before first breaking the armor (making it less easy to cut the worm in half).
- Fixed hull properties not carrying over when copying hulls in the sub editor.
- Fixed occasional "collection was modified" exception in CargoMission.DetermineCargo. Happened if the client received an updated campaign save while trying to load the sub between rounds.
- Fixed a broken waypoint in Berilia's cargo bay.
- Fixed seeds sometimes vanishing when trying to plant them in MP.
- Fixed planter boxes displaying the "uproot" message when empty.
- Fixed depth charges going through doors and hatches.
- Fixed ability to dock docking hatches to ports and vice versa.
- Fixed camera being able to focus on a turret when a periscope's "position_out" connection is wired to a turret's "power_in" connection.
- Fixed water detectors not detecting very small (water depth < 1px) amounts of water in hulls.
- Fixed duffel bags not spawning at the end of a round if the character hasn't despawned/respawned yet (i.e. if the character's corpse is still present in the sub).
- Fixed wrecked Dugong's distress signal being impossible to receive due to "allow cross-team communication" being set to false on the wifi component sending the signal.
- Fixed fabricator being unable to stack empty items in the output slots, preventing empty tanks from being fabricated when the output slots are occupied even if additional tanks could be stacked on them.
- Fixed messed up "Shuttle Shell A Glass A" sprite.
- Fixed delay components not working if the delay is set to 0.
- Fixed loaders getting slightly misaligned when swapping an empty hardpoint with some weapon.
- Fixed pumps placed in the sub editor being off by default.
- Fixed weapon skill increases not being capped according to the max vitality of the target. Resulted in enormous weapon skill gains when doing massive amounts of damage (more than the target's max vitality), e.g. by shooting a hammerhead matriarch in the egg sack with a nuke.
- Fixed ability to delete vanilla beacon stations and pirate subs in the sub editor.
- Fixed pirate subs sometimes spawning in side paths that are too narrow for the sub to pass through.
- Fixed an exploit that allowed creating game-crashing infinite signal loops using wifi components.
- Fixed a typo in the abyss diving suit description (100,000 m -> 10,000 m).
- Fixed several vanilla sub docking hatches requiring a welding tool instead of a wrench to repair them.
- Fixed "Operate Weapons" order being available when interacting with a turret directly, leading to a crash when trying to do so.
- Fixed missions disappearing from abandoned outposts after finishing the campaign.
- Fixed canister shells refilling automatically between rounds.
- Fixed turrets working with incorrect loader types (e.g. coilgun being able to fire laser bolts when linked to a pulse laser loader).
- Fixed "exterior pressure exceeds diving suit capabilities" hint popping up when carrying a diving suit.
- Fixed biome noise loops still playing after the round ends.
- Fixed detonator rapidly draining condition from flash powder and incendium instead of exploding them immediately (potentially resulting in partially used items).
- Fixed exploit in plastiseal crafting recipe (plastiseal deconstructing to 1 bandage even though 1 bandage can be used to craft 2 plastiseal).
- Fixed RepairTools applying their effects multiple times to items whose bodies consist of multiple fixtures. Caused minerals to get deattached 3 times faster than they should.
- Fixed AFK kicks when staying in any of the campaign UIs (store, etc) or other input-blocking menus for too long.
- Fixed monsters sometimes targeting owners of targeted items although the owner is ignored.
- Fixed some items held in the left hand rendering in front of the character's thigh.
- Fixed characters being focusable through UI elements (e.g. item interfaces), causing accidental interactions when the NPC interaction key is bind to LMB.

Modding:
- Added support for "additive" event sets which get added on top of another normal event set, allowing mods to spawn additional types of monsters without having to touch the vanilla event sets. See the "transitevents" event set in OutpostEvents.xml for an usage example.
- Fixed subs appearing to disappear after being published in the Workshop, because the content package the sub gets moved to wasn't automatically selected.
- Fixed MaxTargetsToHit not working on hitscan projectiles.
- Fixed offsets not being taken into account when positioning contained items, causing status effects to happen at the position of the container instead of the position of the contained item. Didn't have a noticeable effect in the vanilla game because most contained items are positioned close to the container's origin.
- Fixed spawnpoint's job restrictions being ignored when spawning pirates and escortees.
- It's now possible to use multiple equipped WifiComponents at the same time: instead of finding the first equipped item and seeing if it can receive/transmit, the game now goes through the items until it finds one that can.
- Fixed crashing when trying to pick an item that can't be put in any type of inventory slot from a container. Doesn't happen in the vanilla game because there are no such items in any container.
- Fixed crashing during wreck generation if there's any thalamus organs outside hulls.
- Fixed crashing if a wall whose max health is set to 0 in the sub editor takes damage.
- Fixed crashing if a reactor's maximum output is set to 0 and it's set to be on by default.
- Fixed a crashing due to a null reference exception if a status effect uses "target" instead of "targets" or "targettypes" in the definition.
- Fixed shuttles docked to a wreck undocking during level generation.

Update: Thunder Under The Ice



Ahoy!

Thunder Under The Ice has just been released – take a look and find more missions, more guns, more events and a number of other fixes and improvements!

See this earlier post for a summary of the update, and find the full changelog below for all the details. Be sure to update your game to the latest version to be able to host and join multiplayer servers.

We hope you enjoy this update and wish you a beautiful summer!


v0.14.6.0

Changes:
- Submarine weapons can be swapped in the outposts.
- Added Pulse Laser and Chaingun.
- Added Canister Shells (a reloadable burst-type munition for the railgun).
- Added escort missions.
- Added pirate missions.
- Option to choose multiple missions per level.
- Made it possible to sell items on the sub through a new store tab in singleplayer.
- Cargo now spawns in crate shelves and "Unit Load Devices" (large containers mostly used in cargo subs). The amount of cargo you can transport depends on the number of the shelves/ULDs, and the cargo mission rewards scale according to the cargo capacity. If there's no shelves or ULDs, you can still transport a small number of crates on the cargo room's floor like before.
- Made upgrades affect all submarines. Old purchased submarines will have their upgrades overridden by the currently loaded submarine's upgrades.
- The previous music track continues playing when the game switches back from the "intensity tracks" to normal music.
- Made it possible to carry diving suits and toolbelts in hands. We could use some feedback on the way this works: is it intuitive, should there be a separate key for picking them up...?
- The ice shards and exploding mushrooms in caves can be destroyed with weapons and explosives.
- Added tracer particles to raycast projectiles (hitscan).
- Increased sonar beacon range.
- Color character names according to the team when using the Health Scanner HUD.
- Allow combining elastin.
- Character orders and ignore orders now persist between rounds and saved sessions.
- Added indicators for the tasks the bots are currently doing when they are not following the orders.
- Revisited the random (monster) events: more Watchers and Tigerthreshers, less Crawlers. Fixed a number of issues. Feedback appreciated. (WIP)
- Numerous fixes and improvements on particle effects.
- Changed how autonomous steering objective works. Captains now idle near the helm instead of standing next to the nav terminal.
- Only show the "Save and Quit" button when the game can be saved. Renamed the button in the lobby to "Quit". Saving in multiplayer is done like in single player: on level transitions and on exit from an outpost.
- Updated sounds for Endworm and the electrical discharger.
- Increased the stun of smg rounds from 0.125 to 0.15 to give it a bit more stopping power.
- Lowered Husks' health regeneration and bleeding reduction. Crawler Husks now regenerate too. Lowered their health a bit to compensate it.
- Hammerhead and Golden Hammerhead: Increased health, added some protection on claws and the tail end. Slightly increase the slow swimming speed and animations. The claws don't break anymore when shot with coilgun.
- Hammerheads and Husks don't avoid gun fire anymore. Pets now avoid gun fire.
- Removed Endworm's weak point in the mouth.
- Most outpost events no longer trigger automatically, but require interacting with a specific item/character.
- Taking items that contain stolen items counts as stealing, so you can't for example put a toolbox inside an outpost cabinet, load it full of items and then take it.
- Added a button for resetting in-game hints to the settings.
- Mention diving suits' depth limits in their descriptions.
- Modified the locked path tooltips to mention the officer in the outpost.
- Reset reactor fission rate, turbine output and temperature to optimal levels at the start of a round. Prevents the reactor from catching fire at the start of a round if it was being operated at a high fission rate at the end of the previous round.
- Removed ability to drag and drop seeds into planters.
- Added ability to load .sub, .xml, .png and .jpeg files in sub editor by dragging and dropping them onto the game window.
- Added new biome-specific background noise tracks.
- Improved the command interface minimap view by adding connector lines between icons and item positions to better visualize which item each icon is linked to.
- Projectiles go through severed limbs.
- Docking ports can't be rewired in outpost levels because it can be abused to force to submarine to depart from the outpost.
- Allow clicking on the main menu buttons when the credits are open.
- Option to adjust motion sensor's update interval in the sub editor.

Fixes:
- Fixed clients timing out at the start of a multiplayer round if loading the campaign save takes more than 30 seconds.
- Fixed previous missions still being available in outposts that have become abandoned due to radiation.
- Fixed eggs sometimes spawning partially inside walls in abandoned outpost missions.
- Fixed thalamus walls' colliders still being present even if the wreck doesn't contain a thalamus, preventing entering the sub from places where thalamus walls used to be.
- Fixed minerals sometimes not being mineable in outposts.
- Fixed small characters being unable to avoid the edges of the hulls when idling.
- Save submarine and characters' inventories when saving and quitting an mp campaign round in an outpost.
- Marked "control" console command as a cheat.
- Fixed items sometimes disappearing client-side when the server corrects their position from outside to inside.
- The traitor mission to sabotage the engine doesn't require sabotaging shuttle engines.
- Stacks of seeds can't be put into planters.
- Fixed non-repeatable events (e.g. mission events) no longer appearing after completing the campaign.
- Fixed security officers using head set batteries when their stun batons are out of batteries, causing them to be unable to hear or receive orders (#5681).
- Fixed security officers often handcuffing you after one hit with stun baton (#5649).
- Fixed ignore orders not being properly synced when joining a multiplayer game mid-round.
- Fixed abyss monsters not spawning if there's any player sub (including the respawn shuttle) above the abyss.
- Fixed "are you sure you want to depart without a mission" prompt popping up even if there's no missions available.
- Fixed health bars showing up through walls.
- Fixed horizontal docking ports sometimes docking from the wrong side in mirrored subs.
- Fixed mouse wheel zooming the nav terminal view when the server log (or any other UI element) is blocking it.
- Fixed campaign's initial text popup getting stuck if the sub automatically undocks at the start of a round.
- Non-empty items (ammo boxes, fuel rods, etc) can't be recycled.
- Made airlock door assembly behave a bit more reliably. The circuit in the assembly simply toggles the state of both doors, meaning that one of the doors needs to always be closed and the other open for the logic to work correctly. If using the assembly in a respawn shuttle, it'd break when the shuttle leaves and it's doors are forced to close.
- Fixed inability to go through docking ports when the door/hatch at the other side is broken.
- Fixed other entities' sprites disappearing when reloading a sprite in the sub editor.
- Fixed Remora drone's docking hatch being repairable with a welding tool instead of a wrench.
- Fixed some of Remora drone's walls being transparent.
- Fixed rotation of mirrored items getting messed up when saving and reloading a sub.
- Fixed inability to detach items attached outside the sub.
- Fixed items that are inside a hull being difficult to target from outside the sub (docking ports/hatches in particular).
- Fixed crashing when trying to load a campaign save that contains pets that can't be found (e.g. if you've saved while using a mod that adds custom pets and try to load the save in the vanilla game).
- Fixed crashing when trying to change a location's type to a type that can't be found (e.g. if a mod includes custom location types which are configured incorrectly).
- Fixed "Ignore This" order affecting all NPCs. It should only affect the bots in a player team.
- Fixed "Ignore This" order restricting player access to doors.
- Fixed bots targeting same targets when fixing/repairing.
- Fixed monsters sometimes getting stuck "dancing" near the submarine because they try to avoid and target it at the same time.
- Monster events: Fixed many higher difficulty subsets spawning multiple monster events when they should spawn only one.
- Fixed items taken from abandoned outposts sometimes reappearing when returning to the outpost.
- Fixed highlighting items sometimes breaking after dropping a metal crate or some other container whose inventory is always visible when the item is equipped.
- Fixed bots putting minerals in the closest locker instead of preferring those that have been tagged with the "mineralcontainer" tag
- Fixed bots not respecting the access restrictions when choosing a where to put items into.
- Fixed bots being able to take items from secure cabinets if the item is inside another container inside the cabinet.
- Fixes to hull generation between docking ports. Should fix tiny gaps between the hulls that caused characters to briefly teleport outside the sub when passing through the port, and hulls generating incorrectly when the main submarine has hulls at both sides of the docking port.
- Fixed captain's pipe, harmonica and pipe tobacco not spawning in crates when purchased.
- Fixed console errors when trying to overwrite an existing item assembly in the sub editor.
- Fixed the margin calculations that in some cases made it impossible for Bonethreshers (and possibly other monsters) to reach a moving target.
- Fixed abyss monsters sometimes being unable to hit the sub and just keep pushing the sub.
- Define "tool", "weapon", and "provocative" targeting params to be ignored if the creature is not in the same sub as the target. Fixes some odd cases where the monsters e.g. target some item inside the sub when they are outside.
- Fixed occasional excessive camera shake when a large monster is lodged between the sub and the level.
- Fixed ballast flora not getting cleared from respawn shuttles when the shuttle despawns.
- Fixed ability to switch back to a sub you've left behind using the outpost terminals.
- Fixed doors without integrated buttons getting instantly opened by clicking on them when you have access to the button.
- Fixed ability to switch control to the hostages with Z and X keys during hostage missions.
- Fixed abyss and combat suits not getting autofilled with oxygen tanks when placing the initial supplies to a sub.
- Fixed inability to type in the "max players" field in the "host server" tab.
- Fixed item sell quantity sometimes appearing "maxed out" at a quantity less than what the player is actually selling.
- Fixed crashing when the team id argument for the "spawn" console command is formatted incorrectly, mention the argument in the command's help text.
- Fixed bots trying to clean up seeds and put items into bags that were moved to somewhere the bot can't access them, causing the bot to be stuck trying to reach the target.
- Fixed missions sometimes unlocking in paths leading to an irradiated location even if there's a more suitable path available.
- Fixed white rectangle around selected items in the sub editor being slightly off if the item's position/size is not a whole number.
- Fixed "incorrect password" text overlapping with the buttons in the password prompt.
- Fixed z-fighting in Medium Weapons Display Case.
- Fixed inability to drop through broken hatches.
- Fixed sprite bleed in IC-4 block's inventory icon.
- Fixed healthbar and affliction area being clickable even if there's an UI element in front of them, and even if there's no afflictions in the affliction area. Most noticeable when editing an electrical components properties.
- Fixed some incorrect room names in the beacon stations.
- Fixed propeller damage area triggering very inaccurately, particularly on shuttle engines.
- Fixed hull indicators fading in when loading a sub in the editor (they should only get hidden and fade in when editing the ambient light value).
- Fixed gaps sometimes getting linked incorrectly to the hulls between docking hatches, preventing water from flowing down from the lower hull in mirrored subs. Happened in mirrored Kastrull for example.
- Fixed fires in hulls between docking ports never going out client-side.
- Fixed nav terminal's, sonar monitor's and status monitor's selection rectangles being offset from the sprite in the sub editor.
- Fixed mirrored pumps emitting particles from the wrong side of the pump.
- Fixed atan components working unreliably when using the separate x/y inputs.
- Fixed limbs getting automatically deselected in the health interface when receiving a new affliction (most noticeable when trying to heal an affliction that's being continuously applied on the character, e.g. burns caused by radiation).
- Fixed an exploit that allowed crashing the game using certain looping circuits that involve trigonometric function components.
- Fixed ability to set the reactor's turbine output or fission rate outside the allowed range of 0-100 using the "set_fissionrate" and "set_turbineoutput" inputs.

Modding:
- Made it possible to use StatusHUD components in non-equippable items like turrets.
- Fixed scripted event's StatusEffectAction not being able to target ItemComponents.
- Added support for making missions trigger scripted events.
- Option to configure the color of an explosion's flash.
- Option to configure the number of gates between biomes (see MapGenerationParameters.xml).
- Turret's barrel and rail sprites are shown in the sprite editor.
- Made SecondaryUse status effects work with melee and ranged weapons.
- Renamed "Inflitrate" to "CanOpenDoors" and rewrote the tooltip.
- Added "scalemultiplier" (Vector2) for particle emitters so that the effects can be scaled just in one axis instead of both.
- Fixed overriding nav terminals with a mod resetting the changes to the custom interface buttons.
- Fixed status effect conditionals that check a parent container's tags checking the container's components, not just the item itself. Resulted in tag inequality checks always succeeding, because the components don't have any tags.
- Fixed crashing if a scripted event tries to spawn a human prefab that can't be found (i.e. if a mod uses a non-existent human prefab identifier).
- RemoveItemAction can be used to remove tagged items directly, not just items in a tagged character's inventory.
- Replaced "spawnprobability" attribute in monster events with a generic "probability" attribute that can be used for any type of event.
- Option to spawn particles across the ray cast from a hitscan projectile (see "pulselaserbolt").
- Fixed linked subs included in outpost modules being positioned incorrectly.
- Added "swapidentifier" to SwappableItem definitions. Can be used to restrict which items in a given category can be swapped with each other (e.g. if you want to add custom upgradeable turrets but not make them swappable with the vanilla turrets).
- Made SecondaryUse status effects work with ranged weapons.
- Added "equal" targeting tag to enemy AI. Makes it possible to define how monsters react to monsters with the same combat strength.
- TagAction can be used to tag characters based on the human prefab identifier.
- Fixed a crash in the character editor that happened when a humanoid character had an elbow joint but didn't (yet) have a wrist joint.
- The "avoid gun fire" parameter now defaults to false.
- Fixed crashing when trying to create a thalamus when there's no wreck AI configs available in the selected content packages.

Update preview: Thunder Under The Ice



Hello everyone!

The next Barotrauma update is on its way, to be released next week. Look forward to...

[h3]New missions[/h3]
Cargo missions have been overhauled so cargo now spawns on shelves and in special Unit Load Devices. If you have none of those on your sub, a small amount of cargo will spawn on the floor. The more you can carry, the more money you will make.

Escort missions of various kinds have been added: transport NPCs safely from one place to another, or move dangerous prisoners between outposts, or even pose as a transport vessel to flush out plotting terrorists.

Pirate missions pit you against an enemy submarine, manned by hostile NPCs, that you need to defeat.

Starting with this update, you can also have two missions per round to complete more objectives in one go.

[h3]Submarine improvements[/h3]
New weapons! The pulse laser and the chaingun, along with their own special ammo types, and a new kind of ammo for the railgun are being added to improve your submarines’ offensive capabilities.

Adding weapons to subs is now possible when docked at a colony.

Submarine upgrades now apply to all your subs, not to individual boats. This way, changing to a new submarine won’t set you back in the game, and you can safely switch to a new submarine even below crush depth.

[h3]Other additions[/h3]
Order persistence between campaign rounds means you will no longer have to assign the same order all over again at the start of every round. Crewmates – bots and people – will start a new campaign round with the same orders they had at the end of the previous one.

Singleplayer: Sell items directly from the sub without carrying them: simply walk to the outpost merchant and use the newly added tab in the store. If this works well, something similar will probably be added in multiplayer too!

Twelve new events that you can encounter aboard outposts for more story.

Read more about it on our blog, and stay tuned for the release of Thunder Under The Ice next week!