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Barotrauma News

Sneak peek: Changes to diving suits and big monsters



Hello everyone!

Let’s have another sneak peek at our upcoming spring update.

[h3]Diving suit rebalance[/h3]
We always intended diving suits to be used only for acute pressure protection: during hull breaches and while swimming. However, there are not many actual downsides to wearing a suit all the time, so a lot of people do just that… which has effectively eliminated water pressure as a threat. We wanted to change that by encouraging you to take your suit off when you don’t need it. Here’s what we’re changing:

  • Slowed flooding speed to give the crew more time to suit up during a hull breach. Hulls will fill with water more slowly, so the pressure will not become lethal as quickly.
  • Added new animations to diving suits and made walking and running in a suit slower. Swimming speed has not been reduced.
  • Obstructed vision while wearing a diving suit slightly more.
  • Reduced the armor effects of diving suits, particularly the Regular Diving Suit.
  • Rebalanced all the different suit types and level generation to create stronger progression and clearer use cases for different suits in different environments.
  • Capped the crush depth resistance of the strongest suits to the same depth as a fully upgraded submarine hull. (Before, the Abyss suit could handle more pressure than a fully upgraded submarine.)

[h3]Animation variations[/h3]
Besides the new diving suit animations, we’ve also added a few entirely new animations which are triggered by specific afflictions and talents. Expect to see drunken people walking drunkenly, for example!

Modders can find out more about these animation variations in our official modding documentation under “Status Effects > TriggerAnimation”.

[h3]Old monsters, new dangers[/h3]
Lastly, we’ve improved the abilities of the largest monsters in the game to make them better at targeting individual characters inside the submarine, as well as the whole sub. We hope you enjoy this new feature and look forward to hearing your feedback!

You can read more about all these changes on our blog now. The spring update is planned to release in late April, and we have more sneak peeks coming your way in the following weeks, so stay tuned!

Sneak peek: new poison enemy and medical system changes



Hello everyone!

The next Barotrauma update is in the works, to be released in the late spring, and it will include some improvements to the medical system. This won’t be a complete overhaul, but we have reworked medical items to give each a clearer use case and stronger progression in the campaign, as well as added a few new afflictions to create additional late-game challenges.

Here are some highlights:
  • Opiates have been rebalanced to give each a clearer use case. They also cause addiction and overdose much more easily than before, making them high-risk, high-reward treatments.
  • Infected Wounds, a new dangerous affliction caused by Thresher attacks.
  • Antibiotic Glue now has multiple uses, so one tube can be used to treat multiple limbs. It can also treat Infected Wounds.
  • Deusizine has been buffed into a powerful end-game item, with added Stun reduction and Vigor.
  • Adrenaline gets a treatment use: it causes Adrenaline Rush, removing any active stun and keeping the patient conscious for a short duration.
  • Sufforin and Cyanide can be used to cure Husk Infection as a last resort. (Be ready to cure the resulting poisoning if you do this.)

The update also adds a new monster variant called the Viperling, a Spineling with venomous spikes which can cause Morbusine poisoning. The Viperling only spawns in later levels, where you should keep an eye out for green Spinelings and be ready to treat poisoned crewmates.

Read more about the medical system changes and the Viperling now on our blog, and stay tuned for more update sneak peeks in the weeks to come!

Hotfix v1.2.8.0 for the Winter Update



Hello everyone!

We have just released a second hotfix for the Winter Update. Please be sure to update your game to the latest version to be able to host and join multiplayer servers, and see the full list of changes below.


v1.2.8.0

Changes:
- Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials").

Fixes:
- Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded).
- Fixed rotated structures not appearing rotated on the status monitor.
- Fixed wires getting misaligned when saving them in an item assembly.
- Fixed security NPCs being unable to swap batteries in stun batons.
- Fixed inability to edit the false output of a switch in multiplayer.
- (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities.

Modding:
- Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed.

Sneak peek and poll: Permadeath



Hello everyone!

The year 2024 has officially started in Barotrauma development, and we’d like to kick it off with a brief development poll.

We’re planning a new, optional challenge mode for multiplayer campaigns where respawning is limited and character death is permanent, and we have a few competing designs for how we might implement this Permadeath mode.

If you are interested, read more about the Permadeath mode on our blog, and give your feedback via the poll attached to the blog! You will find directions to discussion threads, where you can share your thoughts in more detail, in the same blog post.

The next update, including the Permadeath mode, revisions to multiplayer respawning rules and additional difficulty settings, will be coming later in the spring. The update will also include various kinds of new content, which we will start sneak peeking at in the coming weeks and months. Stay tuned!

Hotfix v1.2.7.0 for the Winter Patch



Hello everyone!

We've just released a hotfix to address issues in last week's Winter Patch. See the list of changes below, and enjoy the holiday season!


v1.2.7.0

- Fixed an issue that sometimes caused the game to crash without generating a crash report (which would lead to a "pipe was broken" error if the issue happened server-side). The issue had to do with a stack overflow when throwing specific kinds of console errors: one common case was when the game failed to connect to our server to check the GameAnalytics consent, which lead to a crash on startup.
- Fixed piezo crystals sometimes spawning right at the start of the level.
- Fixed assistants not being able to pick all tier 1 and 2 talents.
- Fixed location names disappearing when locations change their type in saves started in pre-1.2 versions.
- Fixed selection rectangle disappearing from items when zoomed in by more than x2 in the sub editor.
- Fixed "killcrawlerswarmlarge2" mission not having a description.
- Fixed bots sometimes choosing to wear broken diving suits.
- Fixed currently visible particles freezing when lowering the particle limit.
- Fixed dragged characters always colliding with stairs, making it impossible to drag them past the stairs.
- Fixed "drunken sailor" talent not nullifying the negative effects of drunkenness.
- Fixed stun from the "lightning wizard" talent activating if you cause damage to yourself (e.g. by breaking a wall and taking damage from the shrapnel).
- Fixed escorted security officers sometimes inspecting the crew for stolen items during escort missions.
- Fixed basics tutorial sometimes getting stuck in the "weld leak" objective.
- Fixed ancient weapon not flipping horizontally when aiming it to the left.