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Barotrauma News

Sneak peek: Alien Ruin and Husk improvements



Hello everyone!

The next update is now about a month away, so it’s time to take a closer look at what’s new on Europa this time. We’ll cover the “big thing” in the update in our next post, and this time, let’s take a look at…

[h3]Alien ruin improvements[/h3]
Alien ruins will be more varied both in their visual and gameplay aspects: New modules and decorations will make the ruins feel more lived-in and intriguing, while new puzzles and traps will challenge your crew’s tactics more than their plasma cutters. The update will also include brand new events that will encourage exploration and give you more information on the mysterious beings behind the ruins.

Exploring the ruins will also be more rewarding. Dementonite can now be used to craft more experimental items, like gravity-affecting ammunition for your submarine. The gene splicing system is also receiving improvements and balancing, to give players more uses for genetic materials found in the ruins.

[h3]Three new Husks[/h3]
Because the waters of Europa were not dangerous enough, we are adding three new variants of Husked creatures for you to contend with:
  • The Husk Prowler, a fast and agile threat ready to jump at your throat.
  • The Exosuit Husk, quite self-explanatory. Better bring out the big guns.
  • The Husk Chimera, a monstrosity made from repurposed body parts. Good luck.

In addition, humanoid Husks can now play dead and ambush you. Stay frosty, everyone!

Read more about all of these upcoming additions on our blog now, and don’t forget to give them a test drive in the Unstable version. Stay tuned for more sneak peeks, and keep your eyes peeled for the update in the latter half of October!

Hotfix v1.5.9.2

Hello everyone, we've just released an extra hotfix to address two issues which have caused problems recently:

v1.5.9.2

- Fixed an exploit that allowed clients to crash servers when hosting through SteamP2P.
- Fixed crashing when loading a save in which a character has a deconstruct order and an item marked for deconstruction is outside hulls.

Late Summer Greetings



Hello everyone!

We’ve been back at our desks for a few weeks now, and it’s time to turn our eyes towards the second major update of 2024.

This next update is going to be in the oven for a while longer, but remember that you can try out all the upcoming features and changes in the Unstable version as they roll out for playtesting throughout the next couple of months.

[h3]Coming in October[/h3]

Just like last autumn with the Treacherous Tides update, we’ll again be overhauling and fleshing out a game mode which hasn’t received a lot of attention in recent years. Can you guess which one it will be this time?

In addition to this overhaul, you can look forward to improvements to alien ruins, new additions in the Velonaceps calyx department, as well as several brand new outpost modules.

The update will also include the usual list of fixes and small improvements to address issues that have been bothering you since the previous release. For instance, we’re just now working on adding a few new save slots per campaign, so you can more easily roll back a save when a bug blocks you from moving forward. (We’ll still keep fixing the bugs, but this way you can keep playing more comfortably while we’re taking care of them!)

[h3]Stay tuned![/h3]

We hope you all have had a great summer, or whichever time of year it is for you currently. We’re excited to enter another season of developing Barotrauma, and we’ll be back with more detailed sneak peeks in the coming weeks. See you then!

Hotfix v1.5.9.1 for the Summer Update

Hello everyone!

The second hotfix to address issues found in the Summer Update has just been released!
After this update, we're off to enjoy our summer holidays, but don't worry - we'll be back in action in August.

Have a great summer everyone!

v1.5.9.1

- Fixed outpost security being way too eager to arrest characters who attempt to escape a security inspection, to the point that getting inspected while running past a guard would immediately make them arrest you.
- Fixed some thalamus items being hidden for no reason in some wrecks.
- Fixed "assault enemy" order not working in abandoned/enemy outposts.
- Added a configurable multiplier for the cost of hiring a new character to replace a permanently killed one. Makes it possible to host permadeath servers without having to assign hiring or money permissions to clients.
- Players are allowed to rename the character they take over in the permadeath mode.

Modding:
- Fixed forceOutpostGenerationParamsIdentifier (which can be used to force specific outpost generation params to be used in a location type) only working in single player.

Hotfix v1.5.8.0 for the Summer Update

Hello everyone!

We've just released a hotfix to address a few issues with the latest update.


v1.5.8.0

- Fixed crashing when killing a defense bot or a leucocyte.
- Fixed directional flak ammo box still being carried with 2 hands.
- Fixed set_auto_operate and toggle_auto_operate disappearing at the start of the round if AutoOperate is not enabled. Now there's a setting called "Allow Auto Operate With Wiring" which can be enabled in the sub editor to enable the connections.